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[01:29:15] <loosik> anyone knows how to prevent android gradle build from removing non java files from classpath?
[01:30:54] <loosik> https://github.com/libgdx/libgdx/tree/master/gdx/src/com/badlogic/gdx/graphics/g3d/shaders
[01:31:05] <loosik> like this
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[02:38:19] <loosik> shouldn't rendering to smaller FBO or glViewport result in better performance?
[03:31:10] <loosik> I'll have to reorganize some code around to actually measure shit
[03:32:37] <loosik> coz idk what I am bottleneckd on :(
[03:32:49] <loosik> and android cpu profile well. it doesn't really run well
[03:33:03] <loosik> my framerate dies when I enable method tracing
[03:43:10] <DB219> loosik: you need to know if you're GPU bound or CPU bound first...
[03:43:45] <loosik> Well my 2d context is drawing flawlessly at 60fps. Whenever I render my 3d context well this is when i go down to 20-40 range
[03:43:58] <DB219> but yes, if you're GPU bound and all other things being equal, rendering to a smaller FBO should be faster.
[03:44:29] <loosik> Well glViewport/small FBO ( actually fbo itself increased frametime on android )
[03:44:50] <loosik> both gave me same fps ( less in FBO actually even if I draw 0.25x scale )
[03:45:07] <loosik> So I am assuming more of a CPU bound atm
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[07:55:08] <SuckyNoob> anyone here played Illusion of Gaia for SNES?
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[08:54:32] <jayhost> I don't think so
[08:57:44] <SuckyNoob> i was going to ask what anyone thought of the angle they draw some of the rooms at in the game but I decided against using it anyway
[08:57:59] <SuckyNoob> maybe just in "cutscenes"
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[09:28:11] <LiquidNitrogen> a wild grim
[09:30:07] <grim001> I stopped using IRC much
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[09:31:45] <grim001> particularly after java-gaming became someone's personal space for political insults
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[09:32:42] <Ashiren> oO
[09:34:42] <LiquidNitrogen> still doing the isometric?
[09:35:13] <grim001> I had to take a break for some months for personal reasons but I have been working on it again as of late
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[09:44:52] <TEttinger> grim001: I know the feeling, I left some channels on another server after someone said he wanted to come to America to shoot some black people
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[09:58:17] <SuckyNoob> what lol
[09:58:36] <SuckyNoob> who the fuck says shit like that
[09:59:05] <SuckyNoob> so much racism going on these days i figured civilization had grown past that
[09:59:12] <TEttinger> nope!
[09:59:27] <TEttinger> you need to pay attention more!
[09:59:30] <SuckyNoob> atleast it seemed that way in the 90s and early 2000s while I was growing up
[09:59:43] <TEttinger> bannon was in the white house!
[09:59:45] <SuckyNoob> colourblindess
[09:59:48] <SuckyNoob> oh im canadian
[09:59:52] <SuckyNoob> who's banno
[10:00:25] <TEttinger> oh, steve bannon ran a hard-alt-right blog and got appointed into some position in Trump's white house, later was fired in drama
[10:00:30] <SuckyNoob> ah ya that guy
[10:00:47] <SuckyNoob> i looked him up and saw his face
[10:00:55] <TEttinger> mostly wrote about things like "white genocide"
[10:01:06] <TEttinger> or other fearmongering
[10:01:55] <SuckyNoob> ya i don't see any genocide going on lol
[10:02:03] <SuckyNoob> this kind of stuff I dont like tho
[10:02:05] <SuckyNoob> https://www.ctvnews.ca/canada/poster-in-b-c-schools-about-white-privilege-hits-nerve-with-some-parents-1.3835619
[10:02:26] <TEttinger> yeah, I definitely think people go too far all over
[10:02:30] <SuckyNoob> bugs the shit outta me
[10:02:41] <SuckyNoob> ya ive just decided not to bother anymore haha
[10:02:45] <TEttinger> denying the holocaust, also too far
[10:03:17] <SuckyNoob> ya I'd say the pictures speak for themselves, I know people who's grandparents were in the camps there and survived
[10:03:23] <TEttinger> yeah
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[10:07:27] <grim001> sigh
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[10:10:50] <SuckyNoob> trying to come up with bosses and mini boss ideas now that have their own strategies to beat them
[10:11:10] <TEttinger> knock the ceiling down onto them!
[10:11:16] <TEttinger> hit them into a pit!
[10:11:27] <SuckyNoob> ya thats a good on the ceiling
[10:11:36] <TEttinger> pin their weapon so they can't counterattack you!
[10:11:55] <TEttinger> use their momentum against them!
[10:12:13] <grim001> I would rather hear that kind of discussion than more of the same politics
[10:12:17] <SuckyNoob> lol im likin it
[10:12:43] <SuckyNoob> ah ya I dont usually talk politics unless ive had some drinks in me
[10:12:53] <SuckyNoob> which is probably the worst time
[10:13:16] <TEttinger> I'm still angry at that holocaust denying guy who wanted to kill black people and harasses jews
[10:13:21] <SuckyNoob> not sure how id do the pin the weapon one
[10:13:25] <TEttinger> so sorry if that rubbed off
[10:13:39] <grim001> my game's concept is based heavily on light/color mixing as a theme. I think there are a lot of unique ideas for boss encounters and puzzles I can dig up from that concept
[10:13:47] <TEttinger> ooh
[10:14:03] <SuckyNoob> some people get pleasure out of doing that sort of thing onee ive realized thats what they are doing, trying to get a rise i just ignore them lol
[10:14:14] <TEttinger> grim001: like a prism thing?
[10:14:36] <SuckyNoob> i have light/mirror puzzles written down
[10:14:38] <grim001> that's one basic element to include in some puzzles, yeah
[10:14:59] <SuckyNoob> guess i could work puzzles into some of the boss strategies rather than just where they get hit
[10:15:04] <TEttinger> do bosses have points you have to shine specific colors of light onto?
[10:15:28] <grim001> I'm sure that'll be a theme in at least one boss fight
[10:15:33] <TEttinger> cool
[10:15:45] <SuckyNoob> whatre u making again grim001?
[10:15:56] <TEttinger> I can also see hue rotations being useful as some kind of ability or item
[10:16:54] <TEttinger> or being able to change the color of a vulnerability on an enemy by hitting that vulnerability with a paint-like projecile
[10:17:01] <grim001> it's a pixel art isometric action rpg in the style of ultima, but it has a full 3d lighting and particle system.
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[10:17:06] <TEttinger> nice!
[10:17:17] <SuckyNoob> oh ya ultima and iso rock
[10:17:26] <SuckyNoob> i gave up trying to do isometric rpg lol
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[10:17:32] <TEttinger> I need to get back to doing more iso graphics
[10:17:58] <TEttinger> this is prettty much where I left off tommyettinger.github.io/home/PixVoxel/cu7/Firing.html
[10:18:20] <SuckyNoob> awesome
[10:18:49] <SuckyNoob> RTS game?
[10:18:52] <SuckyNoob> like cnc?
[10:19:01] <TEttinger> it was for a TBS
[10:19:05] <TEttinger> like advance wars
[10:19:07] <SuckyNoob> oh ok
[10:19:19] <TEttinger> I'm still eventually planning on making it
[10:20:44] <bomb> make love games not war games
[10:21:20] <SuckyNoob> lol some of my games stories end in tragedy
[10:21:36] <SuckyNoob> not sure if its been done before, or a good idea but im gonna do it
[10:22:22] <SuckyNoob> what kind of love games are we talkin about here?
[10:22:26] <SuckyNoob> :p
[10:22:31] <TEttinger> mass effect 3 ended in tragedy IIRC
[10:22:38] <TEttinger> it was a big controversy
[10:22:42] <SuckyNoob> ah i didnt play that one
[10:22:47] <SuckyNoob> or 2
[10:23:00] <TEttinger> I think there were ways you could play it that made it less bad
[10:23:05] <SuckyNoob> i tried starting 2 and it was jarring the character shepherd didnt act the same at all
[10:23:12] <bomb> no spoiler please
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[10:24:11] <TEttinger> bomb: you save the galaxy but all the crazy tech you've been using has given you testicular cancer, so you'll never have kids noooooo
[10:24:16] <SuckyNoob> so people were pissed then?
[10:24:44] <TEttinger> yeah, mostly at the graphic testicle removal minigame
[10:24:51] <SuckyNoob> what lol
[10:24:55] <TEttinger> I'm joking.
[10:25:00] <SuckyNoob> haha
[10:25:15] <TEttinger> people were unhappy, some of them, with the ending
[10:25:48] <TEttinger> also andromeda, the sequel, got very bad reviews mostly for poor dialogue/acting
[10:25:48] <SuckyNoob> ah well im going to have to push past that jarring start to ME2 and then play ME3 and beat it
[10:26:01] <SuckyNoob> can you carry on your character from 2?
[10:26:05] <TEttinger> I think so
[10:26:32] <TEttinger> I haven't played any of them, many of my friends did
[10:26:44] <SuckyNoob> I think besides like, Dark Forces and Warcraft 2, mass effect 1 is the only game ive fully beat
[10:26:57] <SuckyNoob> i guess a couple of the halo games too
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[10:27:26] <TEttinger> I've fully beaten Pokemon Blue. most of the other games I play have absolutely ridiculous optional bosses
[10:27:46] <SuckyNoob> almost beat morrowind but then I severed the line of prophecy
[10:28:11] <SuckyNoob> and I had just finished deleting old save scumms
[10:28:32] <SuckyNoob> so there was no getting out of it, had to restart...
[10:29:02] <TEttinger> Disgaea D2 has a boss that's only possible to face in Rasetsu Mode. there are two reasons to enter rasetsu mode: it allows you to raise the level on items past 99, and it lets you face that boss. the reasons not to enter that mode: enemy stats are at least 100x higher
[10:29:18] <SuckyNoob> lol
[10:30:09] <TEttinger> level 1 enemies have higher stats than level 5000 enemies, I think, though it's a little less dramatic at 9999
[10:30:18] <SuckyNoob> lvl 5000 lol
[10:30:27] <TEttinger> Disgaea always has 9999 levels
[10:30:55] <cackling_ladies> wao we disguss gaming all of a sudden
[10:30:56] <SuckyNoob> the other stats must be massive lol
[10:31:04] <TEttinger> it's fairly easy to get to 9999 in Disgaea D2, but most of the postgame involves getting stronger at 9999
[10:31:49] <TEttinger> yeah, they have to show damage like "125M" when you deal over 100 million damage
[10:33:26] <TEttinger> you need to get abilities from other characters so all your chars get two abilities instead of just one (where an ability is a very strong passive thing)
[10:33:41] <TEttinger> and that's only possible after level 1000 I think
[10:34:08] <TEttinger> at least you need to beat the main story
[10:34:21] <TEttinger> it needs absurd amounts of resources
[10:34:31] <SuckyNoob> whatre the resources
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[10:34:39] <SuckyNoob> like potions and scrolls?
[10:34:40] <TEttinger> mana, gained from defeating enemies
[10:34:47] <TEttinger> sometimes money
[10:35:16] <SuckyNoob> ya I had some interesting ideas on the currency system I want to make but they arent fully thought out yet
[10:35:21] <TEttinger> sorta levels, you can reincarnate a char to change their class and the levels they had before become a stat boost
[10:38:10] <SuckyNoob> how would you guys do a "bottomless" pit in a 3/4, make a tile and mark it "pit" so if the character jumps on it they fall through the map and die?
[10:38:55] <SuckyNoob> or rather fal and sort behind the map tile below them then die
[10:39:39] <SuckyNoob> jumps or walks on it
[10:43:03] <TEttinger> that sounds right
[10:44:20] <SuckyNoob> alright cool ill try it that way then, writing that down.
[10:44:55] <SuckyNoob> and im thinking maybe I can get the AI to jump the gaps too, simply
[10:45:03] <SuckyNoob> hopefully
[10:45:30] <SuckyNoob> like cast a ray ahead of it so it will check if there is a tile within its facing direction and within its jump distance
[10:45:52] <SuckyNoob> and if its chasing the player as well i guess, take that into account and then get them to jump
[10:46:37] <SuckyNoob> and maybe make it so they dont always do it perfectly and die, they might do that by themselves too tho, im actually hoping for that.
[10:46:45] <SuckyNoob> that they miss sometimes and make it others
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[11:00:11] <SuckyNoob> doooooooooooooodiedoooooo
[11:00:39] <SuckyNoob> lol
[11:01:10] <SuckyNoob> holy shit its 5am
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[11:34:48] <X-Ray-Jin> hey guys anyone an idea why i dont see my polygon shape and why it goes crazy? i just cant figure out why it does not appear. i try to load 4 polygon shapes with 3 vertices each. i put vertices in ccw order. but i get super weird fixtures. if i load one poly nothing happens if i load more then two one one them might appear or one that i didnt even load. basically its a 4 triangles that separate a square as if you woul
[11:38:28] <SuckyNoob> hmm i cant remember the in depth graphics stuff. But from what I think I remember from the opengl and sdl tutorial that i tried out years ago. I thought I remembered that things like that are supposed to share vertices? Like are you wanting them connected? So if you had 2 triangles and wanted to connect them you'd only need 4 vertices instead of 6 no?
[11:38:37] <SuckyNoob> i could be wrong that was so long ago
[11:39:10] <SuckyNoob> and then that might have something to do with how the depth of them is sorted maybe, if I am right. But don't take my word for it
[11:40:02] <X-Ray-Jin> hmm no thats not actually my concern they are not connected what so ever. its just 4 sensors for direction detection.
[11:40:27] <SuckyNoob> what's ccw order?
[11:40:45] <X-Ray-Jin> thats why i for now i just want them to at least appear normally even if they have wrong coordinates or settings or whatever.
[11:40:58] <X-Ray-Jin> counter clockwise
[11:41:02] <SuckyNoob> o
[11:41:23] <X-Ray-Jin> i basically know about all the graphics stuff how it works
[11:41:46] <X-Ray-Jin> also i am speaking of box2d ^^ maybe i should have mentioned
[11:42:21] <SuckyNoob> ah ya i shoulda realized when u said fixtures
[11:42:26] <X-Ray-Jin> ^^
[11:43:56] <SuckyNoob> i dunno id have to see it, i haven't had any trouble before with box2d it always worked out of the box so to speak
[11:44:24] <X-Ray-Jin> yea i know that is the strange thing :P anything else is working
[11:44:41] <SuckyNoob> maybe the physics timestep?
[11:45:44] <SuckyNoob> i remember reading somewhere if it isn't synched properly it can cause problems
[11:46:03] <SuckyNoob> like with other update code, id have to find the post about it
[11:48:39] <SuckyNoob> i haven't made custom polygons with box2d actually
[11:48:43] <SuckyNoob> did you read this
[11:48:49] <SuckyNoob> http://www.emanueleferonato.com/2008/12/19/understanding-custom-polygons-in-box2d/
[11:49:10] <SuckyNoob> i always just used their basic shapes
[11:50:32] <X-Ray-Jin> didnt read that in particular but i read a lot how box2d work. i will have a look at that if they have something new ty
[11:52:02] <SuckyNoob> what happens when you turn the debug renderer on
[11:53:15] <X-Ray-Jin> thats what i meant by they dont appear ^^
[11:53:51] <X-Ray-Jin> or rather sometimes they do and sometimes not depending on which i load.
[11:55:39] <SuckyNoob> what happens if you try and load one of the prebuilt shapes the same way?
[11:55:46] <SuckyNoob> thats what id try next
[11:56:14] <X-Ray-Jin> work as expected
[11:57:35] <SuckyNoob> ya that is weird
[11:57:42] <SuckyNoob> i dunno
[12:00:24] <X-Ray-Jin> hmm i just tested a little more and recognized its definately in my code...damn but i have no idea why its the same code...kind of.
[12:04:10] <SuckyNoob> did you mix up body and fixture? possibly?
[12:04:27] <SuckyNoob> actually nvm cause u need body for fixture
[12:04:39] <SuckyNoob> their positions tho
[12:26:20] <X-Ray-Jin> ^^ no i didnt the thing is the exact same code just called in a little differen way works in my code
[12:26:51] <X-Ray-Jin> and i cant see the missing key thing
[12:27:05] <X-Ray-Jin> that actually really is different and matters...
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[13:27:09] <ChaseWaylon> how can i get label.getWidth() after i change label text?
[13:27:22] <ChaseWaylon> now it remains as it was before i changed text
[13:27:35] <Shockah> isn't there a layout() method
[13:27:43] <Shockah> change text -> layout -> get width
[13:28:37] <ChaseWaylon> i didnt know about layout , thanks i will google it
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[13:37:44] <ChaseWaylon> ok I read about it, still dont quite understand what it is and how to use it
[13:38:27] <ChaseWaylon> change text -> layout -> get width could you explain this a little ?
[13:39:14] <Shockah> literally just do that
[13:39:22] <Shockah> call the layout method before getting the width
[13:40:14] <ChaseWaylon> label.layout(); ?
[13:40:20] <Shockah> yep
[13:40:29] <ChaseWaylon> and then label.getWidth() should show correct width?
[13:40:35] <ChaseWaylon> tried that, nothing changed
[13:40:39] <Shockah> at least i think so, i mean - i've seen some messages about it, i don't use any UI things from libgdx myself
[13:40:41] <Shockah> but yes
[13:41:20] <ChaseWaylon> that was the first thing i tried:)
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[14:53:06] <ChaseWaylon> can a person be too stupid to create a game?
[14:53:35] <ChaseWaylon> *to learn to create a game
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[15:05:49] <Frotty> ChaseWaylon: can your question be more general
[15:07:14] <Frotty> If you dont take mentally challenged ppl into account, I'd say every1 can learn to click together a game using gamemaker or similar tools
[15:07:21] <Frotty> It's more about, if they want to.
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[15:32:10] <isdera> what's the difference between using the "setGroup(int)
[15:32:26] <isdera> in GroupStrategy method vs. just flushing my Decalbatch?
[15:34:09] <isdera> are groups just a way of organizing draw calls into groups so I don't have to add Decals line by line?
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[16:04:13] <Agnel> Hello Everyone!
[16:04:35] <Agnel> I have a problem with Particle Effects.
[16:05:06] <Agnel> I created a Particle Effect Actor and passed in the necessary details.
[16:05:43] <Agnel> When I play the effect on the desktop module it plays for a second and then stops.
[16:06:04] <Agnel> The effect is supposed to last for about 6 seconds
[16:06:28] <Agnel> I fiddled around with the delta time but it doesn't seem to help.
[16:08:13] <Agnel> I had a problem with animations playing too fast. I passed in the delta from the act method rather than making a seperate variable and it fixed the issue of the speed.
[16:08:58] <Agnel> I tried doing the same for the particle effect but it doesn't help
[16:09:47] <Agnel> I dont know what to do
[16:11:56] <Agnel> https://thepasteb.in/p/zmh8BWpWky4FZ
[16:12:02] <Agnel> Here is the code
[16:13:24] <Frotty> iirc you don't pass the statetime, only deltas
[16:13:49] <Frotty> remove particleTime and just pass delta
[16:14:40] <Frotty> yup
[16:14:44] <Frotty> Agnel
[16:15:15] <Frotty> delta is just the time that passed since the last frame/update
[16:16:20] <Frotty> mParticleEffect.draw(batch,particleTime);
[16:16:24] <Frotty> this is also strange
[16:16:33] <Frotty> the 2nd param is alpha, nothing delta/time related
[16:16:44] <Frotty> do you want the effect to fade in or what?
[16:17:31] <Agnel> no
[16:17:38] <Agnel> I removed it
[16:18:03] <Agnel> it still playing for 1 second
[16:18:59] <Agnel> When I tried playing the same effect on a fresh project using the libgdx wiki for particle effect it plays fine.
[16:20:29] <Agnel> the draw method showed it took float delta so I though I had to pass it in.
[16:20:49] <Agnel> https://thepasteb.in/p/j2hlJoMmZYBIP
[16:20:55] <Agnel> I made the changes.
[16:21:09] <Agnel> https://thepasteb.in/p/Rghnl4kWJmGhz
[16:21:18] <Agnel> This is the screen I'm using
[16:21:48] <Agnel> I'm calling the start method in the show method is that cool?
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[16:24:40] <Agnel> I called liverEffect.start(); in the render method and now the effect lasts for about 3 seconds but still super fast.
[16:25:20] <Agnel> the rotation and movement moves like its on steriods
[16:25:38] <Frotty> dude
[16:25:47] <Frotty> because in your scren, again, you are accumulating deltatime
[16:25:50] <Frotty> and passing that
[16:26:06] <Frotty> the actor's "act" method expect a float of the time it took since the last update
[16:26:14] <Frotty> not the current time since start of game
[16:26:36] <Frotty> also, your render method already receives a float delta, you don't need to use getDeltaTime()
[16:27:05] <Frotty> I tried to explain to you what the delta value is used for
[16:27:11] <Frotty> Do you understand it?
[16:28:50] <Frotty> When you have an object with "1f" rotation which indicates 1 revolution per minute, in the update method, you need to know how much to have to rotate it, so that at the end of the second, it rotated 1 rev
[16:29:05] <Frotty> if you don't have a fixed timestep, your fps can fluctuate
[16:29:27] <Frotty> thus the stage incorporates the time that passed since last updates and calculates how much the object has to turn/move
[16:29:47] <Frotty> it's not a statetime
[16:30:00] <Frotty> kinda of obvious by the name "delta"
[16:30:15] <Frotty> which implies a value of change
[16:30:39] <Frotty> ricght now your statetime accumulates, and you basically tell your stage that more time passes each tick
[16:30:45] <Frotty> thus ur game logic speeds up
[16:32:08] <Agnel> I'm still new to this. What I understood of delta time is that it is the time between updates of the screen. So i thought that we have to add the value so it knows how much time has passed.
[16:32:23] <Frotty> well that's fundamentally wrong
[16:32:33] <Frotty> unless you want to count time
[16:33:35] <Frotty> you're telling the actor how much time passed, not the current time
[16:35:09] <Agnel> If the actor knows how much time passed then it can display the correct animation right?
[16:35:16] <Agnel> so where does the render method get the float delta value from?
[16:35:59] <Frotty> from the respective backend
[16:36:44] <Frotty> and yes, if you pass stage.act(delta) instead of stateTime, it should be correct
[16:37:24] <Frotty> Did you understand the point of it though?
[16:38:38] <Agnel> No its very confusing
[16:38:56] <Frotty> Okay, imgaine following example
[16:39:20] <Frotty> you have Actor A with e.g. rotationvalue set to 1f
[16:40:11] <Agnel> ok
[16:40:15] <Frotty> on every update() vall you set the rotation += 1
[16:40:19] <Frotty> call*
[16:40:27] <Frotty> now you have 2 people playing the game. One has a bad pc and is running the game at 30fps, the other has a good PC and is running it at 60fps
[16:40:38] <Frotty> at 30 fps, you have 30 updates per second
[16:40:47] <Frotty> and the actor will rotate 30 units
[16:40:58] <Frotty> with 60 fps however, it will be called 60 times
[16:41:05] <Frotty> and rotate 60 units
[16:41:17] <Frotty> Makes sense?
[16:41:20] <Agnel> yes
[16:41:26] <Frotty> We don't want this
[16:41:37] <Agnel> of course
[16:41:37] <Frotty> We want our animations to render the same, independent from fps
[16:42:03] <Frotty> Thus, we need to incorporate the time it took for each update call basically
[16:42:12] <Frotty> 1 second / 30
[16:42:27] <Frotty> 0.033 seconds
[16:42:46] <Frotty> 30 frames of those 0.033 seconds again add up to the full 1 second
[16:42:56] <Frotty> so instead of rotating the actor 1 unit in update
[16:43:13] <Frotty> we can rotate it delta * rotation
[16:43:38] <grim001> even using delta time for animations won't result in perfect sync for multiplayer
[16:43:42] <Frotty> so on the 30fps machine it will move 0.033 units, 30 times
[16:44:02] <Frotty> and on 60 fps, 0.016 units 60 times
[16:44:10] <Frotty> which both total to 1 rev per second
[16:44:24] <Frotty> grim001: there are issues, hence I said "we can"
[16:44:40] <Frotty> A more plausible approach is usually to have a fixed tick anyway
[16:45:12] <grim001> yeah you need fixed timesteps for lockstep multiplayer
[16:45:14] <Frotty> Agnel: Is it a bit clearer now?
[16:45:20] <Agnel> yes
[16:45:23] <Frotty> :)
[16:45:49] <Frotty> so, is your effect working?
[16:46:00] <Frotty> screenshot!
[16:46:23] <Agnel> So i have to seperate my logic for animations and particle effect since animations require an accumulation of time right?
[16:46:52] <Agnel> My particle effect is playing beautifully but its not stopping.
[16:47:16] <Agnel> how do you send a screen shot?
[16:47:33] <Frotty> capture and upload somewhere then paste link
[16:47:40] <Frotty> like your code pastes
[16:47:45] <Agnel> ok give me a minute
[16:48:00] <Frotty> I'm not sure what you mean by "separate effect and animation"
[16:48:20] <Frotty> you should separate logic from drawing
[16:48:27] <Frotty> hence there are draw and update methods
[16:48:46] <Frotty> act*
[16:48:56] <Frotty> but your logic can still be time depdendant
[16:49:13] <Agnel> https://ibb.co/m8UBA7
[16:49:13] <Frotty> e.g. timed effects. A primitive approach would be to count down a value using the delta
[16:49:28] <Frotty> cool
[16:50:39] <Agnel> Well my animation stopped playing so I guess I seperate the update calls for the animation and particle effect
[16:51:54] <Agnel> Thank you for giving me your time. I highly appreciate it.
[16:52:57] <Frotty> you're welcome
[16:53:04] <Agnel> I'd just be lost without you guys
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[17:42:25] <Agnel> Gn guys!
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[18:30:12] <aurelius> hi, I need to create android store id. It's usually the reversed domain url. I have dash in main domain. I had problem to createte libgdx game package which would contain the dash. What about dash in android id. Is it allowed?
[18:31:11] <TEttinger> normally _ would be used instead of - in a package name
[18:31:38] <TEttinger> Clojure will always rename - to _ in package names
[18:32:14] <TEttinger> packages are very rigorously specified by Java and - is not an allowed char
[18:32:22] <TEttinger> I think $ is allowed for some reason
[18:32:35] <TEttinger> not recommended
[18:33:51] <aurelius> thak you for your advice
[18:38:05] <TEttinger> I don't know about android ID but I think it follows its own rules, which are almost certainly documented
[18:38:17] <TEttinger> no idea where
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[20:20:20] <royal_screwup21> I'm looking at this tutorial on how to implement the Visitor pattern https://www.tutorialspoint.com/design_pattern/visitor_pattern.htm and I was wondering why ComputerPart is an Interface, as opposed to an abstract class. We're repeating the same implementation for accept() for all ComputerParts, so I don't see the point in making it an interface.
[20:21:08] <royal_screwup21> I understand the code for each of the ComputerPart calls different methods, but we wouldn't repeating the implementation if we were using an abstract class, would we?
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[20:49:21] <Ashiren> maybe for the sake of example the implementation is the same
[20:49:45] <Ashiren> a class can implement multiple interface, but extend only one class
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[22:17:59] <royal_screwup21> I've looked around but I can't seem to figure out when to call dispose() in class implementing Screen. Specifically, how do I call it when the user closes the screen? I'm looking here https://gamedev.stackexchange.com/questions/113717/confused-about-using-libgdx-dispose but I didn't find anything promising
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[23:49:23] <TEttinger> royal_screwup21: dispose() isn't always necessary to call, and calling it when you still use that Screen is very bad
[23:50:23] <royal_screwup21> TEttinger: thanks for the feedback. When would you say is it necessary to call?
[23:50:34] <TEttinger> when you're short on RAM
[23:51:02] <TEttinger> and when you know that Screen won't be used any more, so if it is used again it will be re-created
[23:51:57] <TEttinger> remember that disposing the assetmanager is pretty much only done when your game is closed
[23:52:06] <TEttinger> so not between screens
[23:52:48] <royal_screwup21> ah cool thanks
[23:54:43] <TEttinger> I personally haven't hit a point where I need to dispose yet
[23:54:59] <TEttinger> I usually use just one texture atlas page though
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   March 10, 2018  
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