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   March 18, 2018  
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[00:01:28] <Kruppi> Good luck :)
[00:01:55] <Kruppi> you might want to take a look at IntelliJ IDEA as well
[00:02:08] <Kruppi> it's what Android Studio builds upon
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[00:07:21] <Sam____> I am just looking at it and as it's not android oriented but still supports it, I guess I am gonna go that way! :D Thanks again.
[00:10:13] <TEttinger> I use IntelliJ IDEA Community, other than some weird issues with mixed android/other-platform projects, it's mostly been very good
[00:10:48] <TEttinger> gradle version is something to be careful about, jayhost always seems to know the relevant links :D
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[00:11:46] <TEttinger> Sam____: consider downloading JetBrains Toolbox to make updating much easier
[00:12:38] <TEttinger> (not that it was especially hard before, but toolbox has been effortless and also allowed me to downgrade when a bad early access buid came out once)
[00:15:04] <jayhost> To answer the original question. You can certainly use Eclipse if that's what you like. Android just doesn't officially support it
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[00:20:40] <Sam____> Thank you all, I'm actually switching to intellij.
[00:39:51] <TEttinger> I like intellij a lot; eclipse never quite clicked for me, it never felt very natural.
[00:40:25] <TEttinger> the default shortcuts are very weird in intellij for some reason though
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[01:03:35] <jayhost> The newest IntelliJ is supposed to have merged all the features from studio 3.0
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[01:04:16] <TEttinger> intellij was supposed to have fixed the stupid gradle 3.4+ bug last fall
[01:16:47] <jayhost> hmm ya
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[02:20:02] <qban> hello
[02:20:54] <qban> i've been struggling with keyboard input and can't find any answer. Any idea how to forward keyboard input to 2+ actors in stage? Let's say i have 2 tanks in coop game, how both can receive input?
[02:22:03] <qban> All i found is: stage.setKeyboardFocus(actor); but it sets only 1 actor receiving keyboard input at a time.
[02:26:37] <TEttinger> mostly scene2d is used for scene2d.ui, not for gameplay
[02:26:38] <DB219> qban: I think you can return false in your input listener to let other actors receive the event.
[02:27:17] <TEttinger> but yeah, if an event hasn't been completely ended, you can return false to have it continue onward to other actors that were affected
[02:28:45] <qban> the point is - i set inputprocessor to stage, that has those actors. Without using setKeyboardFocus(actor) on any of the actors - none of them will receive keyboard input
[02:29:14] <qban> completly opposite to what is with mouse - if button was clicked but not managed (returned false) it will be forwarded further
[02:30:22] <TEttinger> yeah, that's mostly because scene2d isn't made for gameplay. I'd suggest handling input not via stage, but with an InputMultiplexer that includes the Stage and your custom InputAdapter
[02:31:08] <TEttinger> depending on how you order the InputMultiplexer, you could give the Stage priority or your InputAdapter priority
[02:32:07] <TEttinger> you can still use Actors for movement and effects and such, I think scene2d is fine for that, but handle the input exactly as you want it
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[02:34:28] <TEttinger> (possible gotchas there are calling the .act() method on an Actor more than once per frame, which makes things over-respond)
[02:45:31] <qban> omg, i did a loop on keyDown event on root of stage, that forwards key events to its children (actors). thats just a nasty, ugly hack
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[03:09:42] <nobie> Hello, I am trying to write some data onto pixmap and pass it as texture into glsl. but somehow when I used pixmap.drawPixel( x, y, 988320 ) and pixmap.getPixel( x, y ) I get a different value 593056
[03:09:47] <nobie> anyone know why?
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[03:34:10] <nobie> Hello, I am trying to write some data onto pixmap and pass it as texture into glsl. but somehow when I used pixmap.drawPixel( x, y, 988320 ) and pixmap.getPixel( x, y ) I get a different value 593056
[03:34:11] <nobie> anyone know why?
[03:42:17] <TEttinger> nobie: I'll try converting those to hex and see if it shows anything
[03:43:51] <TEttinger> uh, are those RGB or RGBA?
[03:43:56] <TEttinger> or ARGB etc.
[03:45:39] <TEttinger> nobie: what format did you create the Pixmap with?
[03:45:59] <TEttinger> normally I'd expect Pixmap.Format.RGBA8888
[03:47:43] <TEttinger> that's a partially transparent color, which could affect things
[03:48:54] <TEttinger> the color you entered with drawPixel is 0x000F14A0 , where 00 is red, 0F is green, 14 is blue, and A0 is alpha
[03:49:42] <TEttinger> if the format isn't RGBA8888, not all colors can be represented
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[03:54:01] <nobie> $_imgMemMap = new Pixmap( 20, $_iMaxOctree, Pixmap.Format.RGBA8888 );
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[04:13:39] <TEttinger> huh, I know that $_ is a valid part of a Java identifier but why are you using it there? is that from a GWT or Android thing, nobie?
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[04:15:02] <TEttinger> are the colors incorrect for all pixels or just some?
[04:15:40] <TEttinger> I wonder if it's... hmmm
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[04:17:50] <TEttinger> in base 10, green=15 goes to green=9, blue=20 goes to blue=12, alpha stays the same, red can't go lower
[04:18:29] <TEttinger> they seem to be very close to or exactly 60% of their original values
[04:19:32] <TEttinger> hope that can be a hint of some kind, I don't know what your code does or looks like
[04:21:59] <TEttinger> nobie: you want the color at that pixel to be a very dark partly-transparent greenish-blue, right?
[04:23:20] <nobie> the $ sign is just my way of identify global vs local scope, then I also have inner class as well, which make it kinda messy sometime
[04:23:57] <TEttinger> aaaagh
[04:24:08] <DB219> :)
[04:24:34] <TEttinger> that's like types ending in _t in C
[04:25:01] <nobie> the value worked when I ray casted the render to integer array, then copied to pixmap
[04:25:40] <nobie> but for some reason it messed up when I tried throwing large value in
[04:25:59] <TEttinger> well, it isn't terribly large, which is odd
[04:26:18] <nobie> this is the size of my pixmap
[04:26:27] <nobie> $_imgMemMap = new Pixmap( 20, 1000000, Pixmap.Format.RGBA8888 );
[04:26:32] <TEttinger> oh
[04:26:42] <nobie> could the height be the problem?
[04:27:06] <nobie> because all the values I entered, return different
[04:27:09] <TEttinger> 20 million isn't... always a problem. a lot of things can deal with that
[04:27:37] <TEttinger> I'm guessing that your GPU can't at all handle a million-height texture
[04:27:58] <TEttinger> since most are limited to at best 8192 or 16384
[04:28:17] <DB219> TEttinger: that's right
[04:28:29] <TEttinger> many are limited to 2048 or even 1024
[04:28:49] <nobie> I am writing a voxel program, which required a lot of memory to be passed to glsl, so 1 million lines is just for "incase" I need it
[04:29:05] <TEttinger> that's not how you'd do it
[04:29:32] <TEttinger> texture arrays might make sense here
[04:30:04] <nobie> I tested the input and result before passing it to glsl. the error happened before and not after passing in glsl
[04:30:13] <TEttinger> right
[04:30:37] <TEttinger> pixmap still has a max size dependent on hardware, and it's never close to a million
[04:31:37] <TEttinger> you're probably querying a location in VRAM that's gotten completely trashed by being beyond the limit
[04:31:59] <nobie> oh
[04:32:12] <nobie> this is basically the code here
[04:32:17] <nobie> $_imgMemMap = new Pixmap( 20, $_iMaxOctree, Pixmap.Format.RGBA8888 );
[04:32:24] <nobie> $_imgMemMap.setColor( Color.WHITE );
[04:32:28] <nobie> $_imgMemMap.fill();
[04:32:34] <nobie> $_imgMemMap.drawPixel( 13, iMemMapIndex, color );
[04:32:34] <TEttinger> can you paste to gist or a pastebin?
[04:32:39] <nobie> System.out.println( $_imgMemMap.getPixel( 13, iMemMapIndex ) + " " + iMemMapIndex );
[04:32:58] <nobie> I have set up those
[04:33:03] <nobie> haven't
[04:33:15] <TEttinger> I didn't know it was only 5 lines
[04:33:23] <TEttinger> they're sites for pasting text, usually for irc
[04:33:35] <nobie> the codes are a lot longer, but that is basically the gist of it
[04:34:01] <TEttinger> if you need to paste a file or part of a file, that's where you'd paste it. https://gist.github.com has multiple files in one gist, if you want that
[04:34:42] <TEttinger> so color is 988320
[04:34:54] <nobie> it can be any value
[04:35:11] <nobie> but for now it always return wrong
[04:35:14] <TEttinger> I mean in the case you had supplied
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[04:36:30] <TEttinger> I think because $_iMaxOctree is very very large, there may be either garbage data outside what the PixMap is able to write to, but is being read anyway, or that floating point imprecision is messing up the actual x,y position that it's getting the colors froom
[04:37:25] <nobie> so, how would you reckon I go about passing the data onto glsl?
[04:38:07] <TEttinger> so what is the data? it's a 20x1000000 Pixmap, but what is it being used to represent?
[04:38:57] <nobie> 1st pixel = item number, 2nd pixel = sprite number, 3rd pixel = current octree layer, 4th pixel = octree color, 5th pixel = reflective index (float), 6th to 13th pixel = octree children
[04:39:00] <nobie> for each row
[04:39:27] <nobie> I am writing an animated 3d voxel program
[04:39:48] <TEttinger> you've seen magicavoxel right?
[04:40:00] <TEttinger> more animations would be nice, that seems worthwhile
[04:40:43] <nobie> I have seen that, but it seem to have a limited amount of voxel
[04:40:55] <TEttinger> so magicavoxel stores files in a few ways. some are very limited, others not really
[04:42:01] <TEttinger> the default editor uses a byte for x, for y, and for z, plus another byte for palette index. these color with position values can be stored in a sparse blob, but rendering them requires reading the whole file
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[04:42:28] <TEttinger> ephtracy, the author of magicavoxel, recently released info about the .svo format, sparse voxel octree
[04:43:13] <TEttinger> https://github.com/ephtracy/voxel-model/tree/master/svo
[04:43:42] <nobie> the way I am doing it is a line of pixel represent an octree, which I can jump into the next octree if a ray hit it
[04:45:12] <nobie> I have it working so far in software, right now I am trying to improve the render speed using glsl
[04:45:46] <TEttinger> raytracing is... not GLSL
[04:45:50] <TEttinger> raytracing is... not GLSL's main strength
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[04:46:35] <TEttinger> there's been good research done here, but it's really tough
[04:47:15] <TEttinger> I'm sure you've noticed by now that voxels are more complicated than they seem at first :)
[04:47:53] <nobie> I got the first part of the raytrace code to worked, now I need to pass the data
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[04:57:03] <TEttinger> well, a 2048x2048 texture is widely supported, and can hold quite a lot of 16-pixel sections
[04:58:32] <TEttinger> (I suggest powers of two because floating point precision holding up better a position is a fraction with a power of two as denominator)
[04:58:47] <TEttinger> *better if a position is
[04:59:11] <TEttinger> and internally GLSL all deals with floats for texture positions
[05:00:33] <TEttinger> 2048x2048 would hold 512 by 512 chunks at 4x4 each, or alternately 128x2048 at 16x1
[05:01:09] <TEttinger> that's a quarter million, and most desktops will support 4096x4096 textures, which is over a million
[05:03:01] <TEttinger> I am not an expert on this kind of GLSL stuff, mk1 should be online soon and may be able to help, also Xoppa is a 3D master as well
[05:03:11] <TEttinger> can't forget jayhost :)
[05:04:55] <nobie> weird, I tried the height of 20000 and it still return random values
[05:05:06] <TEttinger> that's stil huge
[05:05:12] <TEttinger> 2048?
[05:05:26] <nobie> may be it have something to do with how drawPixel() write value to memory
[05:06:16] <TEttinger> yeah, I'll take a look at the code I guess. most of the pixmap stuff depends on whether you use lwjgl2 or lwjgl3 on desktop, or otherwise what platform you targte
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[05:13:46] <nobie> this is what I got in software render
[05:13:48] <nobie> http://i63.tinypic.com/6ss3rr.jpg
[05:13:56] <nobie> http://i67.tinypic.com/8z18vr.jpg
[05:16:19] <TEttinger> I'm looking at the code, not much to say... https://github.com/libgdx/libgdx/blob/c95cecd341a5b6157b4f5e5b77db08b63b274f7f/gdx/jni/gdx2d/gdx2d.c#L398-L422
[05:17:04] <TEttinger> wow, nice
[05:18:52] <nobie> thanks
[05:19:14] <nobie> I thought libgdx was written in java, not C++
[05:19:15] <TEttinger> pixmap appears to be all CPU side, which should normally mean there aren't limits
[05:19:25] <TEttinger> some is JNI, which is Java that calls C+
[05:19:27] <TEttinger> +\
[05:19:47] <nobie> oh
[05:19:52] <TEttinger> OpenGL is all C and/or C++, so there isn't much avoiding it
[05:20:13] <TEttinger> GWT can't use JNI and there tend to be other solutions used there
[05:20:33] <TEttinger> (GWT being the web browser target)
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[06:36:16] <LiquidNitrogen> https://i.imgur.com/52XYg2g.jpg heres my attempt at snow rendering from last year..
[06:36:31] <LiquidNitrogen> https://i.imgur.com/u2J3R2P.jpg and heres todays experiment
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[07:46:13] <TEttinger> let's go on an adventure https://adoptopenjdk.net/nightly.html?variant=openjdk9-openj9
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[09:16:43] <jayhost1> What's up
[09:20:14] <Kruppi> hey
[09:21:24] <jayhost1> how's going
[09:27:00] <LiquidNitrogen> https://i.imgur.com/6lyt8m6.jpg trying out some different colors
[09:27:32] <[twisti]> that looks adorbs
[09:27:54] <[twisti]> its just so cute
[09:41:50] <Kruppi> cute indeed, but I can't but imagine all of them being buff as jimmy bravo with the arms spread like that. especially funny with the science guy in the upper right :D
[09:45:05] <LiquidNitrogen> lol yeah i probably need to change them to be like the guy with the red helmet
[09:53:09] <Kruppi> what's that sponge-y stuff up right? is it like a contamination in a lab or some spreading creeper?
[09:53:54] <jayhost1> Lol wtf, liquid that is a new game, you have to focus on old game
[09:57:57] <LiquidNitrogen> its a spreading blob
[09:58:44] <LiquidNitrogen> jayhost1: you cant tell me what to do
[10:03:02] <[twisti]> but he just did!
[10:06:04] <Kruppi> Oh, so it's like one entity?
[10:06:13] <jayhost1> Dammmmm
[10:06:28] <[twisti]> god damn
[10:06:29] <Kruppi> was old game better than new game?
[10:06:46] <[twisti]> accidentally flashed my bios yesterday and all my overclock settings are lost
[10:06:58] <[twisti]> and of course it was long enough ago that i forgot all about how to overclock
[10:07:04] <Shockah> how do you accidentally flash a BIOS
[10:07:45] <[twisti]> my mainboard comes with a windows app to do all kinds of stuff and it asked to update, and i was like sure whatever idc
[10:07:59] <[twisti]> but it took that as me meaning 'go ahead and flash a new bios version too, itll be fine'
[10:08:09] <[twisti]> went from this:
[10:08:11] <Kruppi> Was your overclock even necessary?
[10:08:17] <Kruppi> I never got much out of any clocking I did
[10:08:26] <Shockah> > having a motherboard app installed
[10:08:34] <[twisti]> CPU: Performing way above expectations (95th percentile)
[10:08:34] <[twisti]> GPU: Performing way above expectations (97th percentile)
[10:08:35] <[twisti]> to this
[10:08:36] <Kruppi> but then again I never wanted to fry my junk, so I probably didn't get out ouf it what I could
[10:08:54] <[twisti]> CPU: Performing below expectations (21st percentile)
[10:08:54] <[twisti]> GPU: Performing below expectations (33rd percentile)
[10:08:56] <Kruppi> Ooooh :D
[10:09:03] <[twisti]> so yeah, id say it makes a bit of a difference
[10:10:02] <[twisti]> going off the numbers, ive lost almost 1/3rd of my total performance, thats quite insane
[10:10:51] <[twisti]> the problem is that the bios comes with 'super safe unclock everything' defaults and 'freeze during boot' defaults, and nothing in between
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[10:14:14] <LiquidNitrogen> Kruppi: https://i.imgur.com/aIgTCS8.jpg thats the old game, and im still working on it anyway.
[10:14:43] <[twisti]> LiquidNitrogen: my vote definitely goes to the retro pixel game over the 3d game
[10:15:24] <LiquidNitrogen> [twisti]: why is that?
[10:15:58] <[twisti]> well, the 3d game just looks cheap, because we are so used to high def textures and shit these days. the retro pixel game looks awesome and adorable
[10:19:26] <LiquidNitrogen> ..
[10:19:33] <[twisti]> you asked
[10:21:05] <[twisti]> besides, you cant be mad that i like one of your games more than another
[10:21:18] <LiquidNitrogen> [twisti]: https://i.imgur.com/dRghzEX.jpg
[10:21:19] <Kruppi> Wow that looks nice
[10:21:53] <[twisti]> the pixel game just looks nicer
[10:21:54] <Kruppi> Haha I love that billboards
[10:22:08] <Kruppi> Hmm. Have you experience with developing 3d, twisti?
[10:22:17] <[twisti]> also, olaxbori is quite clearly suicidal
[10:22:27] <Kruppi> lool
[10:22:39] <[twisti]> not much, i started on a voxel game once but got bored as soon as i had the world gen working
[10:23:26] <Kruppi> I've meddled with unity3d for the past year before coming back to libgdx and 2d and I'm much more receptive for other artist's 3d work now than I was before :P
[10:23:27] <LiquidNitrogen> its definitely a lot easier to make the 2d look not-bad compared to the 3d, which is why i want to do a couple of simpler things at the same time.
[10:23:55] <Kruppi> ^
[10:24:09] <[twisti]> agreed
[10:24:20] <Kruppi> there's only so many pixels you can fill, in the end it's like brute forcing - eventually it *has* to look good lol
[10:24:30] <[twisti]> for some reason i cant do 'copy public link' on my dropbox anymore, or id share a vid of my voxel engine
[10:24:31] <Kruppi> like you said with 3d there's just no top of the roof
[10:24:38] <LiquidNitrogen> need more skills.. ive been working on the 3d thing for 2-3 months and still havent got past half replacing the doom sprites yet
[10:24:56] <Kruppi> yeah they scrapped public stuff a couple months back
[10:25:34] <LiquidNitrogen> lol.. an internet site where you cant share anything?
[10:25:37] <[twisti]> nm dropbox just wasnt running because i updated it and it didnt auto restart
[10:25:38] <[twisti]> https://www.dropbox.com/s/31xzb5vuuf2geh6/isocore.mp4?dl=0
[10:25:48] <[twisti]> dropbox is more like personal cloud storage these days
[10:26:24] <Kruppi> Ah
[10:26:40] <[twisti]> i was at the point where i wanted to introduce slopes next, but the i got sidetracked by making 3d models in blender
[10:26:49] <LiquidNitrogen> i used to like dropbox but i found google drive is nicer
[10:27:10] <Kruppi> @twisti looks pretty cool
[10:27:20] <LiquidNitrogen> i would look but mobile data $$
[10:27:21] <Kruppi> anything is better than onedrive
[10:27:27] <[twisti]> went through a few iterations:
[10:27:27] <[twisti]> https://www.dropbox.com/s/p39tr40forxhltn/test%20%289%29.gif?dl=0
[10:27:40] <[twisti]> https://www.dropbox.com/s/p39tr40forxhltn/test%20%289%29.gif?dl=0
[10:27:52] <[twisti]> wait, thats the same one
[10:28:10] <[twisti]> https://www.dropbox.com/s/q8fkchpo4ejgy8b/test%20%2810%29.gif?dl=0
[10:28:16] <LiquidNitrogen> cool
[10:28:30] <[twisti]> https://www.dropbox.com/s/l07kwv9at728w0j/test%20%2812%29.gif?dl=0
[10:28:47] <Kruppi> haha I like his walking style
[10:28:56] <LiquidNitrogen> thats why i have billboards. i have no idea how to use blender and itd probably take a year to learn to make something bad looking
[10:29:01] <[twisti]> i was aiming for the flamboyant style of early minecraft
[10:29:24] <[twisti]> took me about a month to go from 0 to the final dwarf
[10:29:34] <[twisti]> but i enjoyed learning about it, so it wasnt a waste
[10:30:12] <Kruppi> that's why my glorious blender days produced: http://arc8.net/sites/dachsbau/prototypes/crawl/
[10:30:30] <Kruppi> why*what
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[10:30:54] <Kruppi> a kind of grotesque version of cait sith
[10:31:02] <Kruppi> .. on ice
[10:31:40] <[twisti]> i dont know who or what a cait sith is, but i feel like im navigating a polar bear
[10:31:44] <[twisti]> so yay
[10:32:03] <Kruppi> it's a character from final fantasy 7
[10:32:14] <Kruppi> http://tireball.com/ff7/ff7/images/cait/caith6.jpg
[10:32:25] <[twisti]> that works
[10:32:35] <[twisti]> i was thinking maybe a starwars thing
[10:32:44] <[twisti]> because sith
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[10:56:13] <Kruppi> Ah!
[10:56:21] <Kruppi> I think the name is from some mythological character
[10:56:36] <Kruppi> might be that the naming shares a common ancestor
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[11:00:39] <LiquidNitrogen> https://i.imgur.com/EBNbZvv.jpg this snow texture doesnt exist
[11:03:42] <Kruppi> still looks good :P
[11:07:26] <LiquidNitrogen> too bad the game doesnt need snow
[11:08:02] <Kruppi> but how will you implement the christmas decoration for the holidays?
[11:08:09] <Kruppi> without snow? madness!
[11:08:31] <LiquidNitrogen> they dont celebrate xmas on this desert hellworld
[11:11:07] <Kruppi> what do they celebrate instead?
[11:11:26] <Kruppi> maybe you can color it red for the bloodfeast of gulmar the undesirable?
[11:11:26] <LiquidNitrogen> leaving
[11:12:19] <LiquidNitrogen> hmm
[11:12:57] <grim001> what happened to that water-island thing you were working on before?
[11:13:01] <LiquidNitrogen> maybe i can color it sand color, and use it as dust blowing along the ground
[11:13:26] <LiquidNitrogen> grim001: most of it morphed into this desert thing
[11:53:08] <jayhost> uh too much saint paddys day for me
[11:53:33] <LiquidNitrogen> youll turn into a potato
[12:00:01] <[twisti]> nothing wrong with potatos
[12:00:06] <[twisti]> potatos are awesome
[12:00:21] <[twisti]> https://i.imgur.com/itx4zX7.jpg
[12:07:16] <LiquidNitrogen> aww
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[12:20:07] * Kruppi just found an open pack of playdough. Without the dough. I'm feeling like in the scene in Jurassic Park where the veliciraptors learn to open doors.
[12:22:24] <LiquidNitrogen> the raptors are makin spaghetti
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[12:26:14] <LiquidNitrogen> morning
[12:32:57] <Kruppi> hey
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[13:50:21] <Shockah> so regarding my issue with weird iOS behavior - apparently there was something wrong with (Hash)Set - the moment i switched to using a HashMultiSet (built on top of HashMap) instead of a List + Set pair, it works :S
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[13:54:49] <grim001> welp, I got it working
[13:56:03] <grim001> I can capture floating point screenshots and tonemap them into normal integer component screenshots for viewing
[13:56:51] <grim001> using a FloatRaster class that iterates over each pixel and applies a tone mapping or clamping operator to create a standard Raster which can then save it to a png for viewing
[13:57:13] <grim001> very interesting to take the same image and apply different tone mapping operators to it
[14:02:13] <grim001> I can also iterate across each pixel to measure luminance and such with different metrics to compare against my ingame histogram's results
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[16:43:41] <loomy__> We are making a competitive multiplayer platformer, where players can build their levels, compete on the leaderboards and watch other players replay. It is made with LibGDX, if some people are interested there's a few gifs on reddit here : https://www.reddit.com/r/jumpai/
[16:44:10] <loomy__> Are some people interested to try it? It's multiplayer so we can play together
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[17:04:03] <mduSenthil> intially game was fullscreen. I have checkbox to change game to windowed one. but once game window changed to windowed one, check box is not receiving the clicks. acts like disabled but if we click little upper to the checkbox , it is working. how to fix this issue?
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[18:08:30] <royal_screwup21> what's an efficient way (in terms of space and time complexity) to store a 2d array, each grid consisting of textures? I'm thinking libgdx's native Array but I'm curious if there are better option
[18:09:44] <Shockah> i'd say "if constant width and height, a standard Java 1D array", but you said "textures"
[18:10:02] <Shockah> and i'm wondering if you really want to use texture*S*
[18:10:24] <royal_screwup21> lol sorry my bad, I meant one texture per grid
[18:10:43] <Shockah> no, i mean, you should try to minimize the actual textures used
[18:10:54] <Shockah> ideally to 1
[18:11:21] <royal_screwup21> hmm so I'm trying to draw 4 x 4 grid
[18:11:37] <grim001> your question is somewhat ambiguous
[18:11:54] <grim001> are you storing the pixels? are you storing references to an object representing the texture? are you storing tile map data?
[18:12:07] <Shockah> anyway, if you have to store a constant size 2D grid of anything, i'd use a standard 1D array - to access a specific X, Y index, you use X * width + Y as the array index
[18:12:24] <Shockah> uh
[18:12:30] <Shockah> * Y*width + X
[18:12:35] <royal_screwup21> I'm storing references to objects representing the texture
[18:12:59] <grim001> and what's wrong with a standard 2d array?
[18:13:20] <Shockah> standard 2D arrays don't exist in Java
[18:13:31] <grim001> sure they do
[18:13:37] <Shockah> no, they're arrays of arrays
[18:13:43] <grim001> and what's wrong with that?
[18:14:23] <Shockah> more object allocations than needed; possibility of columns/rows having different sizes
[18:14:25] <Shockah> generally pain
[18:14:54] <grim001> I think you are misguided if you are worried about object allocations of that sort
[18:15:06] <grim001> it is a semi-permanent data structure
[18:15:18] <Shockah> i just generally feel like arrays of arrays are evil
[18:15:21] <grim001> and they will only have different sizes if you create them as such
[18:15:43] <grim001> if you hate it, make a giant 1d array and simulate the 2d index yourself\
[18:15:50] <Shockah> that's what i do ;)
[18:16:27] <grim001> so why ask about it? this isn't an area that you can make any noticable improvements in performance or memory usage on
[18:16:49] <Shockah> ask? i didn't ask anything
[18:17:22] <grim001> I thought I was conversing with royal_screwup21
[18:17:52] <royal_screwup21> What's wrong with using a 2d libgdx-native Array? I know I mentioned constant size so it does more than I want, but still
[18:18:12] <grim001> I'm sure that's also a fine option
[18:18:28] <grim001> my general point is that going one way or the other will make virtually no difference to anything
[18:18:55] <royal_screwup21> cool thanks folks :)
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[19:22:44] <ahheTh5i> Is it correct that libgdx doesn't support interactive development?
[19:23:29] <Tomski> can you define that?
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[19:26:26] <ahheTh5i> Tomski: I want to be able to modify game code while the game is running. I've tried to setup libgdx with clojure, and the clojure part works just fine, I can refresh and reload everything, but as soon as libgdx throws an exception everything just freezes, the window stops responding even to window manager events and I have to kill the jvm process and start all over again
[19:26:51] <ahheTh5i> Also, if I just close the window jvm process also exits
[19:27:22] <Tomski> Hotswap is fine
[19:27:38] <grim001> that sounds like a lot of trouble
[19:27:44] <Tomski> dont know about clojure
[19:27:50] <Tomski> but libgdx has no issue with hotswapping
[19:27:52] <grim001> modifying scripts on the fly is one thing, but actual code?
[19:28:00] <Tomski> its a great timesaver
[19:28:29] <bomb> modify hardware on the fly. that would be bomb
[19:28:56] <grim001> hotswap to a different CPU for testing
[19:29:29] <[twisti]> lets maybe calm down on the machines able to reconfigure themselves at runtime, cyberdyne systems, ok ?
[19:29:45] <ahheTh5i> Tomski: well, let me rephrase. How can I start multiple libgdx apps in a single jvm process?
[19:30:51] <Tomski> and communicate between them?
[19:30:57] <Tomski> desktop wise, lwjgl3
[19:34:13] <ahheTh5i> Tomski: you mean I should use barebones lwjgl instead of libgdx or what? Sorry, I'm afraid I didn't understand.
[19:34:38] <Tomski> No, the lwjgl3 backend
[19:34:45] <Tomski> What are you trying to achieve exactly?
[19:35:34] <ahheTh5i> Basically, it boils down to this: after I call new LwjglApplication(new MyGame(), config), the window appears, right? When I close that window, the jvm process exits. How can I avoid that?
[19:36:16] <Tomski> Spin up a thread after you start the app
[19:36:20] <Tomski> afaik its blocking
[19:36:46] <[twisti]> Tomski: i think the problem is that clicking the x on the window has a default of EXIT_ON_CLOSE
[19:37:10] <ahheTh5i> Tomski: I do that, yes. It looks like libgdx (or lwjgl itself?) is calling System.exit somewhere inside
[19:37:11] <[twisti]> i dont recall how to get the handle on the frame the lwjgl canvas goes in, but it should be easy enough
[19:37:40] <ahheTh5i> [twisti]: aha! Looks like that's the problem, lemme google that
[19:37:45] <Tomski> I dont think so
[19:37:51] <Tomski> Will check
[19:38:04] <Tomski> Anyway, what does that have to do with hotswapping?
[19:39:09] <ahheTh5i> Tomski: I use clojure for scripting, clojure can hot-swap anything by default without any setup. So I just need to ensure libgdx never terminates the jvm process and call clojure fns in all lifecycle hooks
[19:39:40] <Tomski> hotswapping requires not setup in anything
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[19:39:56] <Tomski> If your app terminates, you need to relaunch it
[19:40:18] <[twisti]> this sounds like a whole series of xy problems
[19:40:32] <ahheTh5i> Tomski: um, avoiding that is exactly the point of how-swapping, no?
[19:40:45] <Tomski> no
[19:40:50] <ahheTh5i> [twisti]: yeah, I'm not sure I and Tomski are talking about the same thing
[19:41:02] <Tomski> you change code whilst the application is running
[19:41:07] <Tomski> You dont reboot the whole application in the same jvm
[19:41:30] <Tomski> You wouldnt save that much time doing it that way
[19:42:08] <ahheTh5i> Tomski: that's exactly why I'm asking how to stop libgdx from exiting the app and hanging on exceptions
[19:43:11] <Tomski> Youd have to write some hacky bootstrapper
[19:43:30] <Tomski> If you want to catch all runtime exceptions and then relaunch?
[19:43:35] <Tomski> Thats not hotswapping though
[19:44:00] <ahheTh5i> Ugh, try to look at it that way: I have my jvm process, inside of it I have a render subsystem (here libgdx comes into play). I want to restart the rendering subsystem *sometimes*, but I never want to restart the whole process (since it will clear all my live state).
[19:44:07] <[twisti]> just wrap all the libgdx app methods in try/catches
[19:44:18] <Tomski> Lwjgl (2) backend also doesn't play nice with relaunching
[19:44:18] <[twisti]> so your clojure exceptions cant bubble to libgdx
[19:45:31] <ahheTh5i> [twisti]: that's what I'm doing now, but I want to figure out whether I can restart libgdx app in the same jvm process or not
[19:45:36] <Tomski> Yes you can
[19:46:29] <ahheTh5i> Tomski: would you be so kind to tell me how then, lol? Oh, yes, I was googling about lwjgl + EXIT_ON_CLOSE...
[19:46:43] <Tomski> You close the existing app, and reboot it
[19:47:16] <Tomski> With lwjgl(2) backend you may have some trouble
[19:48:58] <ahheTh5i> Tomski: so you're saying the whole "terminates jvm process when the window is closed" thing is due to the version I'm using?
[19:50:08] <Tomski> mm, no ive checked, you can do this with lwjgl(2)
[19:50:29] <Tomski> I dont know about the exit button, but programmatically you can do it fine
[19:51:26] <Tomski> (as in using Gdx.app.exit()
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[19:58:26] <ahheTh5i> Tomski: nope. I've updated to 1.9.8 and just checked that: Gdx.app.exit terminates the jvm. That's using com.badlogic.gdx.backends.lwjgl; by looking at the issue tracker I conclude that lwjgl(3) backend you're talking about isn't complete yet and not in the stable version?
[19:59:22] <Tomski> It doesnt
[19:59:26] <Tomski> I use this in production
[19:59:59] <[twisti]> ahheTh5i: how are you trying to keep the JVM running when youre testing app.exit ?
[20:00:01] <Tomski> let me check if there is something you need to do
[20:00:24] <Tomski> ahheTh5i: you need to change your lwjgl config to disable forceexit
[20:01:01] <ahheTh5i> [twisti]: I'm running it on thread pool
[20:01:43] <[twisti]> and does that thread pool have a non-daemon thread thats doing something to keep the JVM alive ?
[20:02:36] <ahheTh5i> Tomski: so [twisti] was right after all? Would you be kind enough to tell what exactly do I need to change, since you're using this code in your app as far as I understand?
[20:02:40] <ahheTh5i> [twisti]: sure
[20:03:01] <[twisti]> no, what i said earlier doesnt apply to you, different things
[20:03:25] <Tomski> disable force exit in your lwjgl config
[20:08:16] <ahheTh5i> (sorry, was afk, I'll try that in a minute)
[20:08:37] <ahheTh5i> [twisti]: "disable force exit in your lwjgl config" - that's exactly what you were suggesting earlier, no?
[20:09:12] <[twisti]> no
[20:09:30] <[twisti]> i suggested setting the JFrames close action to DO_NOTHING_ON_CLOSE or possibly DISPOSE
[20:09:44] <ahheTh5i> Ah, gotcha.
[20:13:13] <bomb> > JFrames
[20:13:17] <bomb> *triggered*
[20:13:40] <[twisti]> did the libgdx desktop backend switch to FX ?
[20:15:46] <ahheTh5i> Tomski: unfortunately, it seems that doesn't quiet work as I expected.
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[20:17:37] <ahheTh5i> "java.lang.RuntimeException: No OpenGL context found in the current thread." on subsequent re-runs. I guess calling app.exit doesn't dispose all the resources.
[20:18:58] <ahheTh5i> (I'm starting to read the wiki and the javadocs already, sorry if that's obvious and highlighted somewhere in the wiki.)
[20:19:05] <Tomski> you need to clean up the statics
[20:19:07] <Tomski> one sec
[20:24:27] <Tomski> set all Gdx. statics to null before relaunching
[20:39:38] <Ashiren> or, not use statics for resources?
[20:42:11] <ahheTh5i> Tomski: yup, I thought that too. But that's apparently not enough. utils.Timer.instance() is a singletone (ugh, yeah), don't see an obvious way to clean that up
[20:43:36] <ahheTh5i> Also, I've got some funny behaviour: for some reason the second, fourth and (2*n forall n)th time I relaunch the app the window opens in fullscreen instead of using dimensions I've specified, lol
[20:43:48] <Tomski> There is an issue on the tracker about this somewhere
[20:44:07] <Tomski> And about this very topic that discusses everything that should be required
[20:44:26] <ahheTh5i> Ah! Lemme see...
[20:44:55] <ahheTh5i> By the way, in any case, it throws NullPointerExceptions and does some weird thing, but it still *works*; thanks Tomski!
[20:54:38] <ahheTh5i> Oh, and one more thing, if I may: can you guys please put the latest stable version number somewhere in the top of the readme.md? I understand that you expect users to setup the project with your utility app, but that's not always the most convenient way; I looked at the readme, wiki (and even maven central, hehe), but actually hadn't found out the latest version until I've joined this channel. Anyway, just an idea.
[20:54:59] <ahheTh5i> And for anyone interested, here's I believe the issue tomski mentioned: https://github.com/libgdx/libgdx/issues/4841
[20:55:23] <Tomski> https://libgdx.badlogicgames.com/versions.html
[20:56:35] <Tomski> Looks like its currently out of commission, maybe github api end point is down currently or something. But that is where its posted
[20:57:18] <ahheTh5i> Yeah, it literally says "Unknown" everywhere as of right now
[21:00:50] <ahheTh5i> Fix: or rather it's this issue: https://github.com/libgdx/libgdx/issues/4677
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[21:44:09] <grim001> man that took forever
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[21:46:02] <grim001> I can now capture and display floating point screenshots and tonemap them in real time... well, if you call 0.3 frames per second "real time"
[21:48:37] <grim001> but it's neat to be able to test tone mapping operators with CPU side code and see the results instantly
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[22:41:04] <ryanastout> Above I think people were talking about trying to avoid restarting the jvm when a game crashes (maybe?). What are the main benefits of not restarting the jvm?
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   March 18, 2018  
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