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[00:15:16] <grim001> I have assets that have been drawn with whatever colors the artist likes to use, so I just grayscale them before applying color transformations in the fragment shader
[00:16:00] <grim001> grayscaling is extremely cheap anyway
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[00:20:26] <grim001> I was going to talk about color grading techniques but I don't think that applies here
[00:21:43] <jab> LiquidNitro: but both colors should be changed
[00:21:55] <jab> independantly
[00:21:58] <jab> not on a gradiant
[00:22:14] <grim001> pass 2 colors into your shader as uniforms
[00:22:24] <jab> black could become red, and white could become blue. you can't model that with batch color
[00:22:37] <jab> yeah, i think shaders is required
[00:22:58] <grim001> better to learn and get comfortable with them
[00:23:36] <jab> i'm only familiar with the basics. i can't do stuff like: http://glslsandbox.com/e#45703.10
[00:23:44] <jab> or http://glslsandbox.com/e#45998.0
[00:23:58] <grim001> most things are easier than those
[00:24:15] <grim001> color replacement would be super easy
[00:24:35] <jab> are there any extra things that go into libgdx's shaders?
[00:24:47] <jab> i've done only raw shader passing directly to opengl
[00:25:00] <grim001> I don't know if there's anything different with libgdx's shaders
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[00:44:44] <TEttinger> shaders used with SpriteBatch have some attributes defined already, check the source of SpriteBatch for the default shader it uses
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[01:12:18] <LiquidNitro> i dont think you can easily add extra attributes to use with spritebatch
[01:13:07] <LiquidNitro> when i was doing things with that, id just use the vertex color attribute for whatever trick i needed, but that only gives you 4 floats per sprite
[01:14:28] <LiquidNitro> you can add uniforms easily, but that is per-batch, not per-sprite
[01:17:58] <LiquidNitro> its not too difficult to write your own custom batcher which can have whatever attributes you like. the SpriteBatch source is good for showing how to create one, and you dont need to duplicate all of its functionality.. it has a lot of methods that arent always needed.
[01:19:06] <LiquidNitro> all you need to do is create a mesh with the desired data in it, and render that mesh with your shader.
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[02:14:32] <grim001> true, if every sprite needs different colors, you'll need vertex data rather than uniforms.
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[02:31:43] <TEttinger> hm? you can also sometimes use attributes like SpriteBatch' color
[02:32:16] <TEttinger> oh LN covered that kinda
[02:32:34] <TEttinger> my approach only uses one float of the color attr to select palette
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[03:01:19] <jayhost> Tet you been working on any Voxel Lighting?
[03:21:03] <TEttinger> no?
[03:21:18] <TEttinger> what's up, jayhost?
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[04:55:54] <jayhost> Tettinger not too much, feeling too tired to do anything productive, want to make a ray tracer and all that
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[05:14:01] <LiquidNitrogen> https://i.imgur.com/qHDJJiq.png i did some thing
[05:15:51] <TEttinger> it look some good, LiquidNitrogen
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[05:17:42] <LiquidNitrogen> im still not convinced whether movement should be tile based or free movement. both hav different advantages
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[05:25:52] <LiquidNitrogen> guess ill try out both and see. the tile based does feel a bit goofy
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[06:27:05] <SuckyNoob> sup everybody
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[09:42:44] <[AD]Turbo> hi there
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[09:53:18] <lukass> hey guys, maybe you have an idea: http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=27629
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[12:47:14] <Tomski> lukass: you need to work out the offset in world coordinates
[12:47:23] <Tomski> And work out the font size as a projection in world coordinates
[12:47:52] <Tomski> You can project the size of the font bounds in ui space into world coordinates and use that resulting vector as projected size in world coordinates
[12:56:23] <ChaseWaylon> Tomski: have you made any libgdx games?
[12:56:32] <Tomski> yes
[12:56:53] <ChaseWaylon> can I see?
[12:57:33] <Tomski> can see some on games tab
[12:57:33] <Tomski> https://asidik.com/
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[13:47:17] <smelc> hey gdxers
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[15:10:19] <bomb> hey smelc
[15:13:31] * Frotty slaps bomb around a bit with a large trout
[15:13:42] <bomb> don't slap bombs
[15:15:28] <SuckyNoob> lol you might get a surprise :o
[15:15:39] <SuckyNoob> It hurts getting hit with a fish lol
[15:16:20] <SuckyNoob> what're u guys up to
[15:17:26] <bomb> i'm starting a youtube channel
[15:18:04] <SuckyNoob> oh ya
[15:18:28] <SuckyNoob> what's it for?
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[15:18:53] <ChaseWaylon> can i make action sequence with different actors?
[15:19:38] <ChaseWaylon> like move actor1 from A to B, then start doing something with actor2
[15:19:40] <bomb> eating tide pods
[15:19:43] <bomb> i
[15:19:52] <bomb> 'm not thinking of tutorials or stuff
[15:20:20] <[twisti]> id totally watch you eat tide pods
[15:21:30] <Frotty> bomb: was checking if u gonan explode
[15:31:50] <smelc> ChaseWaylon> I do that, attaching the action to the container of both actor1 and actor2
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[15:47:58] <SuckyNoob> lol
[15:52:45] <X-Ray-Jin> hey guys :) anyone here who can help me little with physics calculations... like a jump curve
[15:54:52] <X-Ray-Jin> i am experimenting a little with different approaches to make a nice looking easy manipulatable jump mechanic. at the moment we let box2d do a lot .. acutally too much and we decided to just use it for collistion detection to have better control on whats going on
[15:57:54] <SuckyNoob> what do you mean by jump curve?
[15:58:08] <SuckyNoob> just like the calculation for jumping and falling smoothely?
[15:58:14] <X-Ray-Jin> some time ago i already tried using actions which is pretty simple, looks good and one can use interpolation stuff but on the other hand i would have to cancel actions all the time when colliding with stuff or cause of inputs. so now i am playing around trying to do movement, gravity and jump calculations manually. which works quite well but with my jump curve something seems wrong
[15:58:19] <X-Ray-Jin> yea
[15:58:36] <SuckyNoob> will the player be able to move while falling?
[15:58:51] <isdera> can't you just apply an impulse to the body to simulate a jump?
[15:59:07] <X-Ray-Jin> no
[15:59:08] <SuckyNoob> ya I had nice curves using box2d
[15:59:09] <isdera> this would allow movement in the air, which is usually desirable
[15:59:16] <X-Ray-Jin> i mean sure but thats what we actually dont want anymore
[15:59:21] <X-Ray-Jin> cause hard to predict
[15:59:45] <X-Ray-Jin> yea its super easy with box2d but you lose too much controll
[15:59:48] <isdera> what's hard to predict about applying a predictable impulse?
[15:59:50] <SuckyNoob> let me try and find that project
[16:00:25] <X-Ray-Jin> hard to predict what the world step does you dont really have control on forces that may somehow be applied during that
[16:01:19] <X-Ray-Jin> for example if you hit ground box2d applies all kind of restitution n stuff to your body while you basically just want it to stop
[16:01:31] <isdera> so change your restitution value of the body
[16:01:37] <X-Ray-Jin> yea i know
[16:01:43] <isdera> and apply friction, set damping, etc.
[16:01:58] <SuckyNoob> hmm looks all jittery now so i have to find what I did to screw that up
[16:02:18] <X-Ray-Jin> but in a simple jump n run you basically end up turning off all stuff box2d does because it breaks you logic
[16:02:35] <SuckyNoob> do u have a fixed timestep or w.e?
[16:02:40] <isdera> how are you stepping the simulation? are you using delta, or a fixed timestep?
[16:02:42] <X-Ray-Jin> customizing the hell out of it to make box2d act like its not supposed to
[16:03:18] <X-Ray-Jin> delta
[16:03:36] <isdera> try using a fixed time step and see if it helps. 1/60f
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[16:05:31] <Tomski> X-Ray-Jin: i wouldnt call it turning things off
[16:05:32] <X-Ray-Jin> a nope b thats bad practice c we are off topic i have it perfectly running at the moment with box2d what sucks about is using box2d for it thats the whole point. my actual question is why my jump curve although using the correct funcion has a minimal error that i cant explain .... its too little to make the whole physics be wrong but still barely off what it should be
[16:05:36] <Tomski> You are tweaking variables
[16:06:03] <Tomski> But box2d is very easy to predict
[16:06:07] <Tomski> What exactly are you having trouble with?
[16:07:06] <X-Ray-Jin> Tomski: yea i know but we end up tweaking so much that costs a lot of work and so many special cases where we disrupt the simulation n stuff so we want to just do the 3 or 4 situations manually
[16:08:00] <X-Ray-Jin> and yea it is predictable if you want it to be.. like have a cool physics world...but we dont. maybe i should have said. it is so predictable that at many places we have to cancel stuff ... know what i mean
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[16:08:25] <Tomski> What are you doing to disrupt the simulation
[16:08:40] <Tomski> And what is it you are trying to predict that you cant
[16:09:00] <X-Ray-Jin> canceling contacts. setting body positions and velocities
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[16:11:14] <Tomski> Right, but why?
[16:12:17] <X-Ray-Jin> its not that i cant its that i feel it is too complicated in my case ... because 90% of the time i dont want to have realistic phyisics so i am ending up stopping everything. i thought it might be easer to just implement basic movement some falling a jump and a throw manually so i have 100% control and can ignore anything else
[16:12:51] <isdera> maybe you shouldn't be using Box2d for a platformer
[16:12:59] <X-Ray-Jin> good morning
[16:13:11] <X-Ray-Jin> thats what i was talking about from the first sentence ^^
[16:14:40] <Tomski> falling a jump?
[16:14:44] <X-Ray-Jin> so again i wonder why using the vertical move formula i got from wikipedia i already get nice jump. given a height that it should it barely doesn reach it
[16:14:44] <Tomski> And a throw
[16:14:47] <Tomski> What do you mean by those?
[16:14:58] <X-Ray-Jin> falling, a jump
[16:15:05] <X-Ray-Jin> falling -> gravity
[16:15:19] <Tomski> you are overriding box2d to do falling
[16:15:19] * oseph is confuse
[16:15:20] <Tomski> ?
[16:15:33] <Tomski> You should stop and ditch box2d now if you want to go down that route
[16:15:47] <X-Ray-Jin> ...sry again can we stop discussing on box2d
[16:15:50] <Tomski> But it sounds like your box2d config is messed up
[16:15:59] <Tomski> Well you are using both?
[16:16:00] <Tomski> Or not
[16:16:21] <X-Ray-Jin> i want it for collision detection
[16:16:26] <Tomski> Ok :/
[16:16:28] <X-Ray-Jin> not for movement
[16:16:37] <X-Ray-Jin> at the moment im doing for both
[16:16:46] <Tomski> So your jump formula isnt working right?
[16:16:50] <X-Ray-Jin> but we have a lot of struggle with that for reason mentioned before
[16:17:06] <X-Ray-Jin> yea ^^
[16:17:10] <Tomski> What are you using
[16:17:46] <X-Ray-Jin> well consdering i just want to jump up and down. left right is indirectly done through object normal movement
[16:17:53] <lukass> Tomski, thanks for your answer for my font projection problem. Unfortunately I don't get it :D
[16:18:46] <X-Ray-Jin> i want to do like object.jump(256) which makes the object jump 256 height so i need to calculate the starting velocity
[16:19:18] <Tomski> v^2 = u^2 + 2AS
[16:19:37] <Tomski> so u = sqrt(2 * A * 256)
[16:19:40] <X-Ray-Jin> yea
[16:19:45] <X-Ray-Jin> thats what i am doing
[16:19:49] <Tomski> If you are seeing something different, your sim is wrong
[16:19:49] <X-Ray-Jin> but i never reach 256
[16:20:04] <Tomski> I would suggest you make a small demo separate to your system
[16:20:37] <X-Ray-Jin> hm whats A btw
[16:20:43] <Tomski> Acceleration due to gravity
[16:20:49] <X-Ray-Jin> ah k
[16:23:35] <lukass> Tomski: "you need to work out the offset in world coordinates", do you mean the offset between font and player?
[16:23:59] <SuckyNoob> here is that class https://pastebin.com/qZMy8fgC
[16:24:00] <Tomski> Yes
[16:24:51] <SuckyNoob> its jittery in mine tho, so i must have changed something somewhere i havent found yet, its from a tutorial I was doing a year ago
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[16:25:22] <SuckyNoob> https://www.gamedevelopment.blog/full-libgdx-game-tutorial-flgt-home/ it's a platformer uses box2d
[16:25:30] <SuckyNoob> you might find something there you can use
[16:25:48] <lukass> I guess this offset has to be combined with the zoom factor in a certain way
[16:26:25] <SuckyNoob> mine is broken so I pasted the one from the tutorial makers source code
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[16:27:23] <Tomski> lukass: camera handles that
[16:27:30] <Tomski> Where do you want the label to be positioned?
[16:27:33] <Tomski> With what alignment
[16:28:51] <lukass> the text should be drawn above the character, I dont use a label widget (just drawing the text directly)
[16:29:22] <lukass> I guess with a center alignment
[16:29:51] <Tomski> You need to find the world position of the center point, about which the text should be centered
[16:30:15] <Tomski> Convert that into ui space, then offset your label by its halfWidth and halfHeight by the ui projected center point
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[16:35:48] <lukass> so "And work out the font size as a projection in world coordinates" is not necessary?
[16:36:12] <Tomski> You are drawing your font in ui space?
[16:36:19] <lukass> yes
[16:36:32] <Tomski> then you can get those metrics in ui space, and use those to offset correctly
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[16:37:00] <DranikProgrammer> Hi#
[16:37:43] <Tomski> hello
[16:37:45] <lukass> ok I will try to implement your advice, thanks! :)
[16:38:05] <DranikProgrammer> Am I the only one who has noticed that the spritebatch multiplies the colors alpha by (255.0/254.0) ?
[16:38:21] <DranikProgrammer> just for fun, but what is it for ? Does sb know ?
[16:39:45] <Tomski> all sprites have a tiny amount of transparency when sent to opengl
[16:41:26] <DranikProgrammer> I got it, but I just dont understand what for :)
[16:41:33] <Tomski> What do you mean?
[16:43:37] <DranikProgrammer> Why is is changed by this amount(1.003)
[16:43:58] <DranikProgrammer> 0 keeps 0, all other increase a little bit
[16:44:06] <Tomski> Because all sprites are < 1 in alpha channel
[16:44:21] <Tomski> So you would see slight transparency in what you thought were opaque sprites
[16:45:06] <DranikProgrammer> Hmm, okay; thanks
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[16:47:42] <Tomski> DranikProgrammer: i think its like 0.999
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[16:50:37] <Tomski> 0.99607843*
[16:51:09] <Tomski> Its not for fun, just a limitation that is worked around
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[17:21:42] <X-Ray-Jin> Tomski: while making a little demo i figured i basically have the correct formula...there is something in my code that makes just barely wrong. thats what confuses me...i am used to being like absolutely off and strange stuff happening if i mix up something...but actually it is so close i could even ignore as we dont need that precision...but...i just cant accept that...u know not knowing whats happening
[17:22:35] <ChaseWaylon> whats the best way to handle an actor when i need it gone from the screen, but i will need later. should i make it invisible or somehow remove and add again alter?
[17:22:46] <ChaseWaylon> later*
[17:23:37] <Tomski> USe setVisible, or remove it from the parent and add it later
[17:24:01] <Tomski> X-Ray-Jin: could be anything :)
[17:24:05] <X-Ray-Jin> its so close that i thought maybe im just off by a frame and subtract gravity one step too much or something. but it doesnt make sense. either the first step is then way too big so i overshoot the target height or in the end i am missing more frames to actually reach the target height.
[17:24:27] <X-Ray-Jin> yea i know.. :-(
[17:24:49] <X-Ray-Jin> why do games have to become so complex within time... ^^
[17:29:25] <DranikProgrammer> Tomski: Have you noticed that its slightly more than one ? 255 comes first :P
[17:30:53] <DranikProgrammer> A, sorry
[17:31:10] <DranikProgrammer> You were talking about the shader input
[17:31:46] <DranikProgrammer> At a first glance I though 244 was coming first so the result would be quiet under 1
[17:32:33] <ChaseWaylon> is there any other way to set custom color with alpha other than new Color(89/255f, 158/255f, 148/255f, 1) - this is clumsy when I dont need to control rgb separately
[17:34:50] <Tomski> what do you mean?
[17:34:53] <Tomski> You already have one?
[17:35:36] <Tomski> If you have an instance you cans et channels independently
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[17:40:18] <TEttinger> DranikProgrammer: the tiny bit of transparency has a good reason, but it's a little complicated. it all begins with OpenGL expecting structs but Java not having structs, so libgdx uses something else that's a value type and has the same in-memory layout. I'm not sure if float is used because of lwjgl, or if it's because it is different from int for overloading
[17:42:14] <TEttinger> but a float doesn't permit all values in a sane way to operate on, you have 2 to the 23 values that are all NaN for instance, and NaN + NaN returns NaN (all considered the same NaN, but NaN != NaN for weirdness). by always making one bit of the alpha channel 0, that prevents NaN from accidentally being produced for a color
[17:43:19] <TEttinger> so you have 7 bits of alpha, 8 bits of red, 8 bits of green, 8 bits of blue
[17:43:41] <TEttinger> that makes alpha max out at 254 instead of 255, and alpha is always an even number
[17:44:52] <TEttinger> that one bit that's always 0 also makes Infinity and -Infinity not get produced as colors
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[17:46:38] <X-Ray-Jin> ChaseWaylon: if you need basic colors use new Color(Color.BLACK) for example. there are a lot of predefined colors. if you need custom just make your own public static final Color MY_COLOR = new Color(89/255f, 158/255f, 148/255f, 1); then you can later just make Color myColor = new Color(MY_COLOR); also you can manipulate rgba values separately by using myColor.r, myColor.g etc
[17:47:27] <TEttinger> X-Ray-Jin: that will mutate BLACK
[17:47:43] <TEttinger> oh nvm
[17:47:48] <X-Ray-Jin> ?
[17:47:56] <TEttinger> I misread
[17:48:05] <X-Ray-Jin> :)
[17:48:19] <TEttinger> you can set the alpha on Color.BLACK, it just won't behave very nicely
[17:48:40] <TEttinger> new Color(Color.BLACK) is the same as new Color() I think
[17:48:53] <DranikProgrammer> Wow thanks TEttinger, thats a pretty good explanation. One thing that comes to mind is that the bitdepth of a color can be less than 8, or at least in the storage format... Anyway, got it.
[17:48:59] <Shockah> would it be that bad performance-wise if libgdx had a immutable color class and an interface for both?
[17:49:21] <TEttinger> new Color() might be transparent though. hm
[17:49:29] <TEttinger> Shockah: it has float
[17:49:39] <TEttinger> floats are immutable
[17:49:48] <Shockah> well, i mean, it's stupid that Color.WHATEVER constants are mutable
[17:49:50] <TEttinger> you can color a Batch with a float
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[17:50:03] <DranikProgrammer> Shockah: I think yes, you would loose the abbility to change it having a reference to the color itself.
[17:50:03] <TEttinger> it is.
[17:50:22] <Shockah> gaaaah can Java get structs already
[17:50:40] <TEttinger> java 10 might get them, GWT and android will be way behind
[17:50:46] <X-Ray-Jin> Shockah: a little but i think thats programmers duty to no manipulate static objects data.
[17:50:58] <Shockah> yeah, it's not really backportable
[17:51:16] <DranikProgrammer> Whats the point of structs ?
[17:51:22] <Shockah> performance
[17:51:34] <X-Ray-Jin> i think it is commonly used and just how oop and java work
[17:51:43] <DranikProgrammer> they dont differ this much from normal classes in c++, if im right
[17:51:50] <Shockah> you no longer have to care that much about small object allocations, if they're structs
[17:52:07] <Shockah> as they work basically like primitives
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[17:52:36] <DranikProgrammer> Yes, but I think the cost of small object creation in java 6-9 is not so big
[17:52:44] <Shockah> so you could have very fast vector operations
[17:52:46] <Shockah> oh i wish
[17:53:03] <Tomski> still generates unavoidable garbage
[17:53:04] <Shockah> i built my whole library with a lot of vector creations
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[17:53:18] <Shockah> and running it on Android... gaaah
[17:53:33] <Shockah> had to redo half of the code to stop creating so many vectors
[17:53:57] <Shockah> also, wasn't Java 10 released just recently
[17:53:59] <X-Ray-Jin> well creation during ingame runtime is never a good idea
[17:54:05] <Shockah> so, no structs until Java 11 at least
[17:54:34] <DranikProgrammer> Static vector operations based on floats would be an idea
[17:54:58] <Shockah> wake me up when Java gets structs and operator overloading and 90% of Android userbase supports all that
[17:55:00] <DranikProgrammer> but id prefer ease of use to speed, i had never performance problems
[17:55:10] <X-Ray-Jin> either use pool and/or what i also like a lot have some tmpVecs in some classes to use for inplace calculations
[17:55:28] <DranikProgrammer> java tries to keep its features at a minimum, to call itself super reliable
[17:55:49] <DranikProgrammer> kotlin is a look worth
[17:55:59] <Shockah> yeah i plan on learning Kotlin at some point
[17:56:19] <Shockah> *still need structs though*
[17:56:37] <DranikProgrammer> I think the best sphagetti-code think is that you can overwrite other classes methods everywhere in code
[17:57:05] <DranikProgrammer> I hate it when you extend some class to change its behavior but ALL references to some object are private
[17:57:09] <X-Ray-Jin> what are you doing that you need structs so hard?
[17:59:20] <DranikProgrammer> He is working on a vector library, he creates many instances of them. bad for android and its gc
[18:01:48] <DranikProgrammer> omg im so judgemental :) I call everyone it IT automatically he
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[18:02:20] <TEttinger> https://wiki.openjdk.java.net/display/valhalla/Valhalla_Goals
[18:04:32] <TEttinger> X-Ray-Jin: structs for color is what OpenGL assumes, and that's why much of the libgdx internal color code operates on floats for colors
[18:04:57] <TEttinger> there's good reason not to use an Object for a color
[18:05:50] <TEttinger> gradient and color changing effects where maybe a few hundred colors are on screen for just one pixel row of an effect can really batter GC
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[18:08:42] <Tomski> zzzzzzz
[18:13:06] <DranikProgrammer> Tomski: Ctrl + Z on wrong window ?
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[18:30:38] <jab> Can I have an underlined character in a label or button?
[18:31:07] <jab> I would like to add hotkeys and indicate which character is the hotkey.
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[18:38:11] <DranikProgrammer> You could
[18:38:20] <DranikProgrammer> Bitmap fonts are stored as images
[18:38:32] <DranikProgrammer> so every character is its own part on a texture
[18:38:42] <DranikProgrammer> I dont know if hiero support undelined text
[18:38:58] <DranikProgrammer> but there must be a way to export a font with underlined characters
[18:39:28] <DranikProgrammer> another option you could use it to have a drawable below the label, char which consits of a smile line
[18:39:42] <DranikProgrammer> simple*
[18:43:52] <oseph> but then you'd need that line to accomodate vary letter widths, e.g. 'i' vs 'w'
[18:44:30] <jab> Sounds like there are no good solutions. The ideal solution would be to have it in markup.
[18:44:45] <jab> not even sure why the flag is called "enableMarkup" if all it does is color
[18:44:53] <jab> should be "enableColorEscapes" or something
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[18:51:27] <ChaseWaylon> X-Ray-Jin: thanks
[18:51:31] <loosik> Jab what are you using to draw your fonts
[18:52:37] <jab> loosik: Labels and Skin
[18:54:30] <loosik> You would have to extend label slightly, you can easily get your font width's and line height parameters to compute where to draw your underline
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[18:58:24] <loosik> yeah it should be simple
[18:59:15] <loosik> since label caches the GlyphLayout -> this is your drawn's font width & height
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[19:01:01] <loosik> then you just shapeRenderer.rectLine under your cached text position
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[19:13:58] <DerWand> I get this error when trying to create a project via the project generator: FAILURE: Build failed with an exception.
[19:13:58] <DerWand> * What went wrong:
[19:13:58] <DerWand> Could not determine java version from '9.0.4'.
[19:15:02] <DranikProgrammer> <loosik> then you just shapeRenderer.rectLine under your cached text position - or just do it via a drawable
[19:15:09] <DranikProgrammer> would be faster :)
[19:15:34] <jab> all of this sounds like it should be a feature of gdx
[19:15:35] <jab> :P
[19:16:53] <DerWand> how do i create a libgdx project? it tells me it cannot determine java version 9.0.4
[19:18:29] <[twisti]> DerWand: downgrade to java 8
[19:18:43] <DerWand> i also have java 8 installed
[19:18:49] <DranikProgrammer> or use a new gradle version
[19:18:56] <DranikProgrammer> 4+
[19:18:57] <DerWand> @twisti how do i tell it to use java 8?
[19:18:59] <[twisti]> then set up your OS to use the java 8 install by default
[19:19:11] <[twisti]> DerWand: depends on your os, just google it
[19:19:34] <DerWand> how do i tag ppl in hexchat?
[19:19:44] <[twisti]> you cant
[19:19:55] <[twisti]> you can say their nickname, and if they have it set up, it might alert them
[19:20:09] <[twisti]> but many people dont have anything like that set up
[19:20:12] <jayhost> DerWand you can uninstall java 9 or you can point intelliJ to your jdk 8 installation
[19:21:08] <DerWand> jayhost, well i get the error before importing into my ide
[19:21:31] <jayhost> Yes so Settings -> JDK
[19:23:51] <jayhost> Actually it's Project Structure -> Platform Settings -> SDK
[19:24:43] <DerWand> jayhost, i am using the project generator to create a libgdx project. my ide isn't the problem
[19:26:04] <jayhost> Hmm I'll try to reproduce
[19:26:41] <jayhost> See if I can't get it working with java 9.
[19:26:54] <DerWand> okay
[19:28:37] <jayhost> Ya fix is here. As Dranik said https://github.com/facebook/react-native/issues/17688
[19:30:32] <TEttinger> DerWand: I've also gotten a similar issue, in my case it was for 9.0.1.4
[19:31:32] <TEttinger> I needed to close down intellij idea in my case and also close jetbrains toolbox, and restart them. I may have also needed to file -> invalidate caches
[19:31:41] <DerWand> so i just need to downgrade to java 8 and it will work?
[19:32:06] <jayhost> That is the fastest easiest solution
[19:32:07] <TEttinger> I've used it with java 9, but it needs to see the changed installation
[19:32:24] <[twisti]> nobody uses java 9 anyways
[19:32:29] <TEttinger> I'd suggest just restarting first to see
[19:32:58] <TEttinger> yeah, java 9 has very poor saturation and I don't think libgdx is easy to modularize for the one thing you'd need java 9 for
[19:33:46] <DerWand> how do i use java 8 by default?
[19:34:08] <DerWand> stackoverflow says i need to look in PATH but i couldn't find anything there
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[19:35:10] <TEttinger> well if your IDE is looking for java 9 first and it is having issues using it, I'd configure your IDE to look for java 8 instead, which jayhost described
[19:35:29] <TEttinger> but your error you said is during the generator?
[19:35:51] <TEttinger> might be that JAVA_HOME is set to some invalid location
[19:36:19] <DerWand> where is JAVA_HOME?
[19:36:34] <jayhost> DerWand assuming you're on Windows JAVA_HOME is the env variable you need to set
[19:36:35] <[twisti]> its an environment variable
[19:36:43] <DerWand> my ide handles java 9 very well but the generator does not
[19:37:06] <jayhost> https://stackoverflow.com/questions/2619584/how-to-set-java-home-on-windows-7?utm_medium=organic&utm_source=google_rich_qa&utm_campaign=google_rich_qa
[19:37:29] <DerWand> jayhost, i am in the env variables but i cannot find a JAVA_HOME
[19:37:49] <TEttinger> installers should usually create it, but don't always
[19:38:39] <DerWand> going to follow stackoverflow
[19:38:40] <TEttinger> I haven't actually hit issues with the generator on java 9, but I think the issue is the same as when any IDE or Java app can't find the right java installation
[19:39:00] <TEttinger> you can create env variables too
[19:41:15] <DerWand> i did the instruction and java -version still says java 9 ?
[19:41:39] <DerWand> and i am still getting the same error
[19:42:18] <TEttinger> that's interesting, I wonder if the Oracle installer still does that junk on windows
[19:42:44] <TEttinger> it may have dumped java.exe in a system location, Oracle Java used to do that
[19:42:54] <DerWand> can i run the generator with java8 with the cmd or something?
[19:43:00] <TEttinger> yes
[19:43:08] <DerWand> how do i do that?
[19:43:30] <TEttinger> the exact line depends on where Java 8 is installed. usually...
[19:44:38] <TEttinger> "C:\Program Files\Java\jdk1.8.0_152\bin\java.exe" -jar setup.jar
[19:44:51] <TEttinger> but the 1.8.0_152 probably is different for you
[19:45:05] <DerWand> i have _161
[19:45:06] <TEttinger> you can tab-complete at the comand line to find where it is
[19:45:21] <TEttinger> could also be Program Files (x86)
[19:47:25] <DerWand> it has finally worked this time
[19:47:31] <TEttinger> hooray
[19:47:38] <TEttinger> wonder what went wrong there
[19:47:43] <DerWand> took me 4 hours ^^
[19:47:59] <TEttinger> I'm guessing that an old command line window may have been open
[19:48:40] <TEttinger> while cmd.exe is open it sees the PATH and other env vars as they were when the first window opened that session
[19:49:00] <TEttinger> when they all close, and you reopen, they see the current PATH again
[19:49:07] <TEttinger> this is a windows wart
[19:49:21] <DerWand> i reopened it, still java 9
[19:49:53] <TEttinger> then it may have put java in C:\Windows or C:\Windows\system32
[19:49:55] <TEttinger> classy
[19:50:49] <DerWand> how do i import the project properly into eclipse? some youtube tutorials tell me to "open projects from file system" some tell me to import an existing project and the documentation says import gradle project
[19:50:53] <jayhost> DerWand I just used Git Bash to run the setup.jar java -jar gdxsetup.jar
[19:51:38] <TEttinger> DerWand: it probably varies between Eclipse versions. I don't use eclipse, but I'd follow the libgdx wiki
[19:52:15] <TEttinger> https://libgdx.badlogicgames.com/documentation/gettingstarted/Importing%20into%20IDE.html#eclipse
[19:52:27] <TEttinger> I guess the wiki moved to the official site
[19:52:29] <DerWand> okay i will
[19:53:42] <jayhost> Are you familar with Eclipse
[19:54:01] <TEttinger> buildship plugin seems mandatory, there was an older gradle plugin that stopped working
[19:54:17] <DerWand> i have imported it as a gradle project, now i have 3 projects, the first is called like the root folder the other ones are the game core and desktop
[19:54:23] <DerWand> what does the root project?
[19:54:26] <TEttinger> yep, that's correct
[19:54:31] <TEttinger> holds the other two
[19:54:44] <TEttinger> the root project holds some shared config
[19:54:50] <DerWand> jayhost, i know the basics
[19:55:01] <DerWand> okay
[19:55:31] <TEttinger> jayhost: I wouldn't recommend switching to IDEA currrently with all the weird gradle issues
[19:56:19] <DerWand> i have intellij installed but i like eclipse
[19:57:16] <DerWand> the next problem
[19:57:42] <DerWand> when i try to run the desktop launcher it can't load the badlogic image
[19:57:57] <DerWand> but its there in the assets folder
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[19:59:06] <jayhost> Standard eclipse issue :P
[19:59:31] <jayhost> https://stackoverflow.com/questions/22822767/file-not-found-when-running-new-libgdx-project?utm_medium=organic&utm_source=google_rich_qa&utm_campaign=google_rich_qa
[20:01:07] <DerWand> now it works, thanks
[20:01:53] <DerWand> when i want to use another library, how do i add it to the project/gradle? didn't use gradle/maven before
[20:02:33] <loosik> DranikProgrammer it would be faster, however you won't be able to controle line height easily when you're working with bigger fonts
[20:03:11] <loosik> you could use glLineWidth but that was the tricky part about it iirc
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[20:03:42] <royal_screwup21> what's the easiest way to change the colour of a texture on the fly? What methods/libraries should I be looking into?
[20:03:55] <royal_screwup21> specially, I want to change the color of a tile in a boardagame
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[20:04:17] <loosik> Sprite.setColor or spriteBatch.setColor if drawing from texture
[20:04:46] <royal_screwup21> alrighty thanks :)
[20:06:16] <royal_screwup21> was looking at this https://gamedev.stackexchange.com/questions/130261/whats-a-proper-way-to-change-colors-of-a-sprite-on-the-fly-in-libgdx and although it seems like pixmap is the way to go, it would've been nice if there was __some__mention of spriteBatch.setColo
[20:06:31] <jayhost> DerWand https://stackoverflow.com/questions/21037879/add-library-to-gradle-build?utm_medium=organic&utm_source=google_rich_qa&utm_campaign=google_rich_qa
[20:07:29] <DerWand> thanks
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[20:08:30] <DranikProgrammer> royal_screwup21, spritebatch.setcolor() tweaks the color its rendered in
[20:08:41] <DranikProgrammer> Pixmaps change the color in storage
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[20:15:37] <TEttinger> royal_screwup21: also, setColor can't brighten an image, it's multiplying the r/g/b/a by another r/g/b/a color, each of those from 0.0 to 1.0
[20:16:38] <Kruppi> hey
[20:16:41] <TEttinger> it can make a white image red or blue or green or yellow, or other colors, or darken it to gray or black and so on
[20:16:51] <TEttinger> but if an image is dark gray, it can't make it white
[20:17:01] <TEttinger> hey Kruppi
[20:17:29] <Kruppi> do you guys have any fundamental good practice when laying out UI ?
[20:17:31] <Kruppi> +elements
[20:17:48] <TEttinger> mostly "not too much UI"
[20:18:26] <TEttinger> it's really easy for programmers to get used to interfaces like a coding IDE and think players could deal with that easily
[20:19:00] <TEttinger> every genre has its own expectations, too
[20:19:58] <[twisti]> Kruppi: the material design guide lines are pretty good guide lines to follow in regards to usability and user expectancy
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[20:20:59] <Kruppi> Yeah, I'm thinking about a top bar of a couple button that open up different windows that might be interesting to look/use for interacting with the game world
[20:21:17] <Kruppi> but I'm wondering if there are any guides about usability/user experience
[20:21:35] <[twisti]> if you google it, theres a huge page from google with resources on material design, many of which is good advice even if you dont want your UI to LOOK like material
[20:21:42] <Kruppi> The hint for the material design is a nice one, but I'm too far from the simplicity of mobile games with my vision, I fear
[20:22:11] <Kruppi> I'll definitely check it out
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[20:47:14] <royal_screwup21> what is the default setColor() for a spritebatch?
[20:48:24] <Frotty> everything 1
[20:48:58] <Frotty> 1 * input
[20:49:00] <Frotty> == input
[20:49:13] <royal_screwup21> ah is that white?
[20:49:22] <Frotty> rgb(1,1,1) is white yes
[20:49:26] <Frotty> 0,0,0 black
[20:50:18] <Frotty> the forth is alpha
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   March 23, 2018  
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