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[04:28:54] <jayhost> hi
[04:38:46] <DB219> hello
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[05:32:43] <jayhost> hmm Fortnite is pretty cool
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[06:19:26] <TEttinger> I am so very confused. jayhost, halp
[06:20:15] <TEttinger> I'm trying to figure out why viewport.unproject(<in here is a Vector3 containing screenX, screenY, 0>) is giving negative x
[06:20:19] <TEttinger> very negative
[06:20:26] <TEttinger> and I am pretty sure I am clicking in-world
[06:21:24] <TEttinger> it's possible negative x is in-world, but it seems way out there on values (about -3000)
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[06:33:50] <jayhost> ahhh
[06:34:32] <jayhost> Can you give demo
[06:34:53] <jayhost> Tettinger
[06:35:18] <TEttinger> I think I figured it out, I needed to do some middle school algebra
[06:36:12] <jayhost> ahh thee holy grail of mathmatics
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[07:12:08] <TEttinger> it almost works, need to figure out some pathfinding
[07:12:44] <TEttinger> I got a different commit in that fixed a longstanding bug apparently
[07:15:01] <SuckyNoob> god damn middle school algebra .shakesFist();
[07:15:27] <jayhost> !! :D
[07:15:46] <SuckyNoob> I really need to refresh my math, and like force myself to practice it every day, for the rest of my life
[07:15:52] <SuckyNoob> so I never forget again
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[07:18:46] <TEttinger> I think the bug only showed up when you used OrderedSet.addAt(item, 0) when item was already present in the set, though not reliably
[07:19:12] <TEttinger> in that case it delegated to addAndMoveToFirst(), which had the bug
[07:23:10] <jayhost> hmm
[07:26:24] <TEttinger> this is SquidLib's OrderedSet, which I should have called IndexedSet
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[09:54:22] <ChaseWaylon> i need 2D array, is this ok? int[][] arr1 = new int[][]{
[09:54:52] <ChaseWaylon> or should I do something differently in libgdx?
[10:05:03] <ChaseWaylon> ok, my question is, how do I create libgdx array :) say, I want to shuffle this array: int[] arrayOne = new int[]{1,2,3,4,5,6,7,8,9,10};
[10:05:08] <ChaseWaylon> how do I do it in libgdx?
[10:06:56] <jayhost> Here is an efficient answer https://stackoverflow.com/questions/1519736/random-shuffling-of-an-array?utm_medium=organic&utm_source=google_rich_qa&utm_campaign=google_rich_qa
[10:10:13] <TEttinger> Fisher-Yates?
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[10:15:09] <TEttinger> I have various forms of shuffle() methods in Squidlib and Jagd, where Jagd is the libgdx-centric one
[10:17:30] <ChaseWaylon> Array<Integer> arrayOne = new Array<Integer>(); arrayOne = new int[]{1,2,3,4,5,6,7,8,9,10}; why this doesnt work? (I know i'm a noob)
[10:18:10] <TEttinger> step one is learn what types are
[10:18:33] <ChaseWaylon> actually I know why this doesnt work, but i dont know how do i fill the array this way
[10:18:40] <TEttinger> you're doing "new int[]", that isn't the same as "new Array<Integer>"
[10:18:51] <TEttinger> that's a terrible way anyway
[10:19:04] <TEttinger> IntArray exists in libgdx for this purpose
[10:19:16] <TEttinger> it may even have a shuffle method
[10:20:09] <ChaseWaylon> it does
[10:20:41] <TEttinger> IntArray ints = IntArray.with(1, 2, 3, 4, 5, 6, 7, 8, 9, 10); ints.shuffle();
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[10:21:58] <TEttinger> libgdx collections often have a static method called with() or of() that constructs some object given what it should contain
[10:24:06] <TEttinger> if you want to shuffle a 2d array things could be trickier, if you can get bunches of '2' or '5' or some other number all together by random chance
[10:24:15] <ChaseWaylon> how can i do ints[0] ?
[10:24:24] <TEttinger> ints.get(0)
[10:24:36] <TEttinger> ints.set(0, 100000)
[10:24:42] <ChaseWaylon> oh this is totally libgx way then
[10:24:59] <TEttinger> it's like a normal ArrayList but specialized on ints
[10:25:22] <TEttinger> otherwise you need Integer, which is a heavier object
[10:25:25] <ChaseWaylon> ok, one last question, how do i make 2D IntArray?
[10:26:00] <ChaseWaylon> I feel I will have to mention you in my game credits :DD
[10:26:20] <TEttinger> well normally you would use a 2d array like int[][] for that, just to avoid things like ints.get(2).get(3)
[10:27:05] <ChaseWaylon> you mean use a non libgdx array?
[10:27:14] <TEttinger> if you wanted to do it with IntArray, you'd have an Array<IntArray>
[10:27:32] <TEttinger> yeah, that's normally how i do it
[10:27:46] <TEttinger> I can provide code to shuffle a 1d or 2d int array
[10:28:04] <ChaseWaylon> for 1d i will use IntArray
[10:28:14] <ChaseWaylon> and I wont need to shuffle 2D arrays
[10:28:38] <TEttinger> you can also get int[] from IntArray
[10:29:03] <ChaseWaylon> what does that mean?
[10:29:05] <TEttinger> ints.toArray();
[10:29:18] <TEttinger> where ints is an IntArray, that returns an int[]
[10:29:47] <TEttinger> lets you use code that expects either one
[10:29:55] <TEttinger> I don't believe it's shared
[10:29:59] <ChaseWaylon> so this would be like 2d array?
[10:30:14] <TEttinger> you could assign that int[] into an int[][]
[10:30:19] <ChaseWaylon> ints.get(2)[1] ? :)
[10:30:24] <TEttinger> no
[10:30:30] <TEttinger> uhhh
[10:31:23] <ChaseWaylon> please dont think that i am stupid. its just hard to wrap thoughts around new syntax
[10:31:26] <ChaseWaylon> :)
[10:31:58] <ChaseWaylon> i am learning libgdx and java together from the start :)
[10:33:42] <TEttinger> int[][] grid = new int[10][10]; IntArray ints = IntArray.with(1, 2, 3, 4, 5, 6, 7, 8, 9, 10); for(int i = 0; i < grid.length; i++) {ints.shuffle(); grid[i] = ints.toArray(); } // now grid[2][3] will be some random number from 1 to 10
[10:33:46] <Ashiren> good for you
[10:35:50] <ChaseWaylon> ok i understood that :) before I somehow thought that grid goes into ints, not the other way arround :))))
[10:36:04] <TEttinger> great!
[10:39:25] <ChaseWaylon> I know this may be basic stuff. but it is helpful for me and i am really grateful.
[10:39:36] <TEttinger> it isn't all that basic
[10:40:03] <TEttinger> the fisher-yates shuffle was originally implemented incorrectly by its authors
[10:40:20] <Frotty> [Int] -> [int] -> Int
[10:40:35] <ChaseWaylon> i have some previous experience with flash (actionscript). but that was half GUI, half code. now i have to do everything with code
[10:41:00] <TEttinger> Frotty: a hashing function?
[10:42:13] <TEttinger> night y'all
[10:42:21] <Frotty> night
[10:46:29] <Frotty> TEttinger: you're still here
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[10:51:36] <DerWand> when i resize the window my tmx map scales to the new size but the box2d collision stays the same, how to fix that?
[10:52:33] <DerWand> code: https://pastebin.com/bRfubNyj
[10:58:02] <Frotty> well your fixtures won't autoscale
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[11:00:45] <DerWand> how to edit a body's size?
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[11:21:28] <Marcel> Hi
[11:21:40] *** Marcel is now known as Guest92535
[11:22:17] <Guest92535> Does anyone here know if it's possible to run Java 9 with libGDX?
[11:22:33] <Guest92535> I'm using Java 9 for everything but gamedev atm
[11:22:40] <Guest92535> and would like to keep it that way
[11:23:21] <DerWand> Guest92535, didn't work for me
[11:23:34] <Guest92535> man that sucks
[11:23:52] <Guest92535> can I run Java 8 for just this project?
[11:25:17] <Guest92535> oh jesus
[11:25:25] <Guest92535> the download for JDK 8 is down
[11:25:30] <Guest92535> gehhh
[11:28:12] <Ashiren> aww
[11:31:42] <DerWand> how do i keep the aspect ratio when resizing the window? atm i am setting the camera viewport width and height to the new window width and height
[11:34:24] <ChaseWaylon> set one of the viewports
[11:34:50] <ChaseWaylon> have you seen this: https://github.com/libgdx/libgdx/wiki/Viewports
[11:35:32] <ChaseWaylon> oh you ment when resizing
[11:36:00] <ChaseWaylon> i put this in resize() method: stage.getViewport().update(width, height, false); stage.getCamera().position.set(C.vW / 2, C.vH / 2, 0);
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[11:38:09] <ChaseWaylon> I use ExtendViewport
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[14:01:26] <senthilkumark> What are options available other than Packr for converting Java app to executables for Win/Mac
[14:02:13] <Frotty> what is google
[14:08:22] <ChaseWaylon> I set public static final Color TILE_GREEN = new Color(136 / 255f, 170 / 255f, 0 / 255f, 1);
[14:08:36] <ChaseWaylon> but I cant use Color.TILE_GREEN
[14:08:50] <ChaseWaylon> how do I add new custom color to Color ?
[14:13:24] <Shockah> You don’t
[14:13:33] <Shockah> That’s not how Java works
[14:13:47] <Frotty> lol
[14:13:51] <Frotty> xD
[14:13:54] <Frotty> Where do you come from
[14:14:34] <Frotty> you access the default Colors via Color, because they are static members of the Color class
[14:14:53] <Frotty> so you need to use thge class that static var you just made is in, to reference it
[14:17:51] <ChaseWaylon> so... just TILE_GREEN, not Color.TILE_GREEN
[14:18:06] <ChaseWaylon> when in same class
[14:18:32] <Frotty> yes
[14:18:46] <Frotty> you can still use MyClass.TILE_GREEN
[14:18:57] <Frotty> and you have to to access from outside
[14:20:14] <ChaseWaylon> got it
[14:20:17] <ChaseWaylon> thanks
[14:20:32] <Frotty> what programming language do you come from
[14:20:46] <ChaseWaylon> excel formulas
[14:20:48] <ChaseWaylon> :D
[14:21:10] <Frotty> oO
[14:21:16] <Frotty> alright :D
[14:21:19] <ChaseWaylon> that was a joke
[14:21:39] <ChaseWaylon> oop is new for me
[14:21:52] <ChaseWaylon> I managed to avoid it until now
[14:26:16] <ChaseWaylon> today I made a great progress
[14:26:35] <ChaseWaylon> :)
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[16:04:57] <isdera> how do you get a sprite's position? there's a SetPosition method but no GetPosition method
[16:05:14] <Shockah> GetX GetY
[16:06:32] <isdera> ah got it thanks. im surprised there's no GetPosition method that returns a vector2
[16:07:32] <Frotty> why
[16:07:39] <Frotty> actors don't use a vector member for position
[16:07:49] <Frotty> and if they would return one, you'd have an allocation on each get
[16:08:07] <Frotty> unless you directly return the actor's vector which is probably nto good
[16:08:21] <isdera> I can set the X and Y of a Sprite using 1 method, but to get X and Y, I have to use 2 methods. it's inconsistent
[16:08:51] <Frotty> not really, no
[16:09:10] <Shockah> the point is getX and getY will be much faster
[16:09:33] <Frotty> the compromise would be a function where u pass a vector and it is set to the pos
[16:09:44] <Frotty> i think some libgdx components do that
[16:10:54] <isdera> i suppose. I just think it's more consistent that if you have a setSomething(..) method, the logical get method should/would be "getSomething"
[16:11:06] <isdera> instead of getSome() and getThing().
[16:12:21] <[twisti]> isdera: things like libgdx must value performance over convention
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[16:47:39] <isdera> if I want to add vibrate permission, I add a line to AndroidManifest.xml.. but there are 2 manifests. one in the project Android root folder, and another inside android root / bin folder. Which do I update? Both?
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[17:12:29] <isdera> nm. it seems updating the root one updates the other as well.
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[17:22:16] <EdgyMC_69> Should I concantenate Strings for a label when I want to use a ##:## format or should I create 3 labels, one for each ## and one for : ?
[17:24:34] <ChaseWaylon> I guess you want this aligned in center horizontally?
[17:27:45] <EdgyMC_69> No, I'm wondering if having three labels is less performant that concatenating 3 strings every frame. (I guess people don't do this too?)
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[17:41:30] <ChaseWaylon> is there a clean way to make a sequence with different actors? timing their actions with delay() seems unreliable
[17:57:45] <jab> Is there an onAddedToStage function?
[17:57:47] <jab> Or something similar
[17:58:03] <jab> I need to set the size of the window based on the camera of the stage it's being added to
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[18:27:19] <X-Ray-Jin> hey guys :)
[18:28:46] <ChaseWaylon> hi
[18:28:56] <X-Ray-Jin> Tomski: hi you here? you remember my curve problem. i dbl checked the values and it actually is "wrong" in my test case too.
[18:29:11] <X-Ray-Jin> ChaseWaylon: :)
[18:29:55] <X-Ray-Jin> Tomski: here is my test https://paste.ee/p/t6nZw
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[18:30:49] <ChaseWaylon> are you from Estonia?
[18:31:16] <X-Ray-Jin> so the test case is to let the melon jump 256 pixels on y. it starts at 256 so should end up at 512. but it stops few pixels before that and falls again
[18:31:22] <X-Ray-Jin> nope why?
[18:31:45] <ChaseWaylon> paste.ee <-- domain
[18:32:36] <ChaseWaylon> anyway I think Tomski is away, but since you're here, do you mind answering some easy questions ? :)
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[18:33:08] <X-Ray-Jin> what paste.ee to do with estonia?
[18:33:19] <X-Ray-Jin> sure head on
[18:33:40] <ChaseWaylon> .ee is the internet country code top-level domain (ccTLD) of Estonia, operated by the Estonian Internet Foundation.
[18:34:00] <X-Ray-Jin> oh ok
[18:34:11] <Ashiren> how may we help you Sir/Madam
[18:34:17] <ChaseWaylon> ok, so I have some actor actions right after my app starts and they seem to be out of sync sometimes
[18:34:17] <X-Ray-Jin> pastee is just a copy paste site where you can post some code or stuff
[18:34:35] <X-Ray-Jin> what you mean out of sync?
[18:35:16] <ChaseWaylon> i have 5 rectangles. 1st starts moving right away. second has 0.1 delay before starts moving. third has 0.2 sec delay etc
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[18:35:49] <ChaseWaylon> sometimes they move correctly. sometimes all 5 move together. sometimes first 2 move together, then 3 remaining together
[18:36:24] <ChaseWaylon> i only see this after I start the app. if i start this after a button click, all looks ok
[18:36:47] <ChaseWaylon> its like app is not yet loaded fully and it disturbs the sync
[18:36:48] <X-Ray-Jin> actions are linked to delta
[18:37:28] <X-Ray-Jin> if you are loading some stuff in first frame might be that delta is higher then expected which then leads to actions directly applied altogether in the next fram
[18:37:58] <X-Ray-Jin> make sure everything is ready before you start your actual game to run
[18:38:35] <X-Ray-Jin> do you have the actions in sequence actions?
[18:38:40] <X-Ray-Jin> if not delay might just be ignored
[18:38:41] <ChaseWaylon> yes
[18:39:02] <X-Ray-Jin> you have some codeß
[18:39:48] <ChaseWaylon> I load assets before I load screen. then in show() I find some actors (regions from textures), make some tables and labels. then actions
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[18:40:05] <ChaseWaylon> ment create not find
[18:40:32] <ChaseWaylon> so how do I wait until delta is normal
[18:41:44] <X-Ray-Jin> just skip a frame
[18:41:49] <X-Ray-Jin> use a flag
[18:43:24] <X-Ray-Jin> after you created stuff you set a flag skip . in the next frame you just if (!skip) do game stuff
[18:43:36] <X-Ray-Jin> but i am not even sure if that is you prob at all
[18:45:50] <ChaseWaylon> https://paste.ee/p/6QY8o
[18:46:10] <ChaseWaylon> actions are at the end. code is a bit of a mess :]
[18:48:29] <X-Ray-Jin> do you call act on the stage after adding the actors and actions in the same frame?
[18:49:17] <ChaseWaylon> I have stage.act(Gdx.graphics.getDeltaTime()); in render()
[18:49:46] <X-Ray-Jin> before or after show
[18:49:52] <ChaseWaylon> after
[18:53:24] <X-Ray-Jin> can you try setting delta fixed to 0.016 to see if it still occurs? if it does there is probably something different going on
[18:55:17] <ChaseWaylon> render (float delta) { delta = 0.016f; like this?
[18:55:44] <X-Ray-Jin> just call stage.act(0.016f)
[18:56:18] <ChaseWaylon> oh right.
[18:57:34] <ChaseWaylon> wow, it is now perfect animation everytime
[18:58:10] <X-Ray-Jin> ^^
[18:59:07] <X-Ray-Jin> so yea then just make sure that the game basically is idle before starting your ingame stuff
[18:59:32] <ChaseWaylon> with the flag skip thing?
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[19:00:14] <X-Ray-Jin> well there a lot of ways ^^ that would just be a fast kind of hacky thing
[19:00:26] <ChaseWaylon> what's the proper way?
[19:00:40] <X-Ray-Jin> for your purpose its probably ok.
[19:00:46] <X-Ray-Jin> well depends on your game ^^
[19:01:19] <ChaseWaylon> can't i just leave delta 0.016 ?
[19:01:33] <X-Ray-Jin> most easy thing and convenient for players would be something like having a button to start game that becomes visible when loading done
[19:01:50] <X-Ray-Jin> nah that is not good
[19:02:24] <X-Ray-Jin> or rather can be again depending your game
[19:02:48] <jab> Anyone know a good way to deal with this?
[19:03:27] <ChaseWaylon> hmm.. cant find anything about flag skip on google. could you give me some link please?
[19:03:30] <X-Ray-Jin> dont think there is a one wonder solution
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[19:03:57] <X-Ray-Jin> it really depends on your game (turn based, real time) and how you load stuff and transition from menu to level
[19:04:11] <X-Ray-Jin> ^^ there is nothing like that
[19:04:16] <X-Ray-Jin> use a boolean
[19:04:33] <X-Ray-Jin> flags are most of the time just a boolean
[19:04:35] <ChaseWaylon> in my game everything happens in one screen. every element is an actor.
[19:04:45] <X-Ray-Jin> that indicate that you are in one kind of state
[19:05:19] <X-Ray-Jin> are you loading synchronouse?
[19:05:55] <ChaseWaylon> not sure, i use asset manager, load everything before i load a screen
[19:07:15] <X-Ray-Jin> probably yes then
[19:07:28] <X-Ray-Jin> if not you would have to asseManager.update at some point
[19:07:32] <ChaseWaylon> manager.finishLoading(); then setScreen(...
[19:08:52] <X-Ray-Jin> yea ok so in that case you should be fine with flag stuff
[19:09:03] <jab> How do I keep the positions of all my windows/widgets the same but decrease/increase the scale?
[19:09:37] <jab> camera zoom makes the whole thing smaller event the coordinates, 0,0 was top left now it's nearly in the middle
[19:14:57] <X-Ray-Jin> good thing i think would be to separate loading and game so maybe get your self a boolean running = false and firstFrame = true, and then you can in render check if (!running) load(); running = true; else if (firstFrame) return; stage.act(delta) ;
[19:15:26] <X-Ray-Jin> und and set firstFrame = false of course
[19:15:57] <X-Ray-Jin> that would basically skip one frame after loading is done
[19:17:27] <X-Ray-Jin> jab: you can easily scale your menu root actor
[19:18:22] <X-Ray-Jin> i think
[19:20:33] <ChaseWaylon> thanks X-Ray-Jin i got the idea now
[19:20:41] <ChaseWaylon> i think.
[19:21:16] <X-Ray-Jin> what you trying? i mean in the end its per definition not possible to keep the positions ^^ as you are scaling you always have to adept your layout in some way. either reposition stuff or make view bigger/smaller...shrinken margins or something
[19:21:24] <X-Ray-Jin> ChaseWaylon: np :) gl
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[19:52:03] <Tomski> X-Ray-Jin: why are you doing sin?
[19:59:37] <Ashiren> because satan told him so
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[20:10:53] <isdera> ~~ lol ~~
[20:19:45] <X-Ray-Jin> Tomski: cause thats general i know in my case its basically useless cause its all one
[20:21:40] <X-Ray-Jin> in fact by now i figured it is just unprecise due to interpolation. turns out if i raise or lower fps in the basic example same thing occurs. it even makes sense to me now. so i have to check for sign change to get the frame at which it would have hit max height
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[20:36:12] <wp_> anyone know a good 3d shader tutorial?
[20:48:57] <Frotty> wp_: be more specific
[20:49:16] <Frotty> are you already good in 2d shaders and know how to use them in libgdx
[20:50:41] <wp_> i know 2d shaders
[20:50:55] <wp_> i want to do a 3d cel shader but first step is learning 3d shaders
[20:51:22] <wp_> just get a simple shader working with no effect then maybe do one that greyscales everything then do the cel shading step by step
[20:52:18] <Frotty> see xoppas series of shader tuts then
[20:53:14] <Frotty> e.g.
[20:53:14] <Frotty> https://xoppa.github.io/blog/creating-a-shader-with-libgdx/
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[21:03:48] <jayhost> Oh hey Jayhost has a cel shader for you. https://github.com/Jayhost/Libgdx-cel-shader I recommend just hacking the code and learning by reverse engineering
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[21:05:09] <ChaseWaylon> X-Ray-Jin: are you here?
[21:05:17] <X-Ray-Jin> yea
[21:05:49] <ChaseWaylon> in render() I had stage.act(Gdx.graphics.getDeltaTime());
[21:06:13] <ChaseWaylon> when i changed it to stage.act(); my sync problems were gone
[21:06:21] <ChaseWaylon> but I dont get why
[21:11:03] <X-Ray-Jin> act() sets delta to 1/30 if delta > 1/30 which makes guarantees that delta is still quite small and you actions get called more precise
[21:11:35] <X-Ray-Jin> as after loading your delta is probably way higher than that value you face your issue.
[21:13:50] <X-Ray-Jin> consider your loading takes 1s then calling act(1) will show you issue as all actions are directly executed. if you call act() libgdx checks that 1 is bigger than 1/30 which is somethin like 0.0333 which in return is small enough to have delay .1 difference
[21:20:19] <ChaseWaylon> did you mean 1/60
[21:20:33] <X-Ray-Jin> nope ^^
[21:20:37] <X-Ray-Jin> its 1 / 30
[21:20:59] <ChaseWaylon> act() is 1/30 by default?
[21:21:01] <X-Ray-Jin> i guess the idea is to kind of smoothen the game if it has framedrops
[21:21:02] <X-Ray-Jin> yea
[21:21:05] <X-Ray-Jin> no
[21:21:20] <X-Ray-Jin> act() uses delta as long as it is smaller than 1/30
[21:23:05] <X-Ray-Jin> btw do you have the libgdx src linked? often it is really helpful to look into their code
[21:23:49] <ChaseWaylon> act(Math.min(Gdx.graphics.getDeltaTime(), 1 / 30f));
[21:23:53] <X-Ray-Jin> yea
[21:25:17] <ChaseWaylon> so why would one have stage.act(Gdx.graphics.getDeltaTime()); ?
[21:25:29] <ChaseWaylon> instead of stage.act();
[21:25:55] <ChaseWaylon> i guess i pasted it from some tutorial without thinking about it
[21:27:15] <X-Ray-Jin> well you can just use it again at this point it really depends what your game is about
[21:27:26] <X-Ray-Jin> and how you want the game to consider time passed
[21:28:38] <ChaseWaylon> i want precise animations :)
[21:29:05] <X-Ray-Jin> for sp games you can very well go with act() as the one player would be the only one who has to wait for his game to update so he basically doesnt care how much time went by so capping at 1/30 is nice in that way tha it might be unplayable if 2s pass from frame to frame
[21:29:10] <ChaseWaylon> with movement speed independent from famerate
[21:29:30] <X-Ray-Jin> that you have to go with delta and multiply all your movement by that
[21:30:00] <ChaseWaylon> what, like manually?
[21:30:28] <X-Ray-Jin> in mp games for example it would be very bad when a player calculates its steps with 1/30 even if it takes longer to calculate a step. you would be out of sync very fast
[21:31:00] <X-Ray-Jin> actions i think consider it automatically
[21:32:06] <X-Ray-Jin> actually forget that: (9:29:31 PM) X-Ray-Jin: that you have to go with delta and multiply all your movement by that
[21:32:15] <X-Ray-Jin> thats true for act() too
[21:35:16] <X-Ray-Jin> so you said you want precise animations. that is unrelated to calling act(delta) or act() you faced the issue because of your loading. that makes the delta in a frame so high that all the delays were triggered at once when checkd. if the game tells your actions 1s passed and you want to have .1 .3 .2 delay than the condition is met for all of them in the same frame
[21:37:52] <X-Ray-Jin> the precision of your animation is directly related to delta ... the smaller delta the more precise
[21:38:08] <ChaseWaylon> so it can happen anytime? some device activity in the background can push my actors out of sync?
[21:38:24] <X-Ray-Jin> well yea
[21:38:27] <X-Ray-Jin> as in any game
[21:38:33] <X-Ray-Jin> its lag what we are talking about
[21:39:08] <X-Ray-Jin> if you game doesnt have enough resources to maintain small enough deltas ie high enough fps you face all of these problems
[21:39:26] <ChaseWaylon> hmmm lag is more like stuttering, not game graphics sticking together :)
[21:39:49] <X-Ray-Jin> but nowadays you probaly you own biggest enemy when speaking of performance in ur update loop
[21:40:38] <X-Ray-Jin> yea but it is a side effect
[21:40:57] <ChaseWaylon> so if I test on older device and its fine, then its fine, right?
[21:41:05] <X-Ray-Jin> the stuttering is just the graphics of a game lagging
[21:41:16] <X-Ray-Jin> but it has all kinds of effects in the logic
[21:41:23] <X-Ray-Jin> depending on the implementation
[21:41:43] <X-Ray-Jin> if you using box2d for example you will experienced a lot of wrong collision detection when frames drops
[21:42:14] <ChaseWaylon> that sounds really terrible
[21:42:28] <X-Ray-Jin> yea well.. thats game development
[21:42:30] <X-Ray-Jin> ^^
[21:43:44] <X-Ray-Jin> (9:40:57 PM) ChaseWaylon: so if I test on older device and its fine, then its fine, right?
[21:43:44] <X-Ray-Jin> hmm not really but for the most parts i guess you can consider that
[21:44:26] <X-Ray-Jin> what i have learned is never say its running on a device or system if you didnt test it in advance...
[21:45:14] <ChaseWaylon> oh well.. no way back now :)
[21:46:03] <ChaseWaylon> flash pro was so easy :))
[21:46:21] <X-Ray-Jin> ^^ but also very limited
[21:46:39] <ChaseWaylon> thats why i am going through all this pain
[21:48:27] <ChaseWaylon> hey, thanks for the help, when i learn enough, i will help you :)
[21:48:49] <X-Ray-Jin> sure, np. i appreciate that ^^
[21:49:08] <X-Ray-Jin> rather help other beginners that are where you were before
[21:49:12] <X-Ray-Jin> :)
[21:49:41] <ChaseWaylon> yeah, that would be better :))
[21:49:59] <X-Ray-Jin> belive me no matter how far or not you are there are always people who are even more beginner
[21:51:11] <ChaseWaylon> maybe. though I am yet to see a question here which I could answer
[21:51:38] <X-Ray-Jin> oh no worry they come faster as you might think
[21:53:04] <X-Ray-Jin> just hang around here for a while
[21:54:32] <ChaseWaylon> well it's not like I will suddenly learn everything and go away
[21:54:52] <X-Ray-Jin> :) i guess
[21:55:03] <X-Ray-Jin> too much to learn in this field
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[21:56:18] <X-Ray-Jin> didnt mean it offensive just you know like give it a little time and pay attention to the chat and i bet you ll have something to answer within a week or somethin^^
[21:57:28] <ChaseWaylon> :)
[22:04:55] <wp_> How do i fix this?
[22:04:56] <wp_> Incompatible HAX module version 3,requires minimum version 4
[22:04:56] <wp_> No accelerator found.
[22:04:56] <wp_> failed to initialize HAX: Invalid argument
[22:08:43] <isdera> upgrade your hax module
[22:13:42] <bomb> upgrade your fax modem
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[22:21:00] <royal_screwup21> I'm trying to create a robot that moves left and right. The problem is, while I can move the robot, the image doesn't correspond to that movement. For instance, it doesn't make sense to have robot facing upwards and moving left. How do I get around this?
[22:21:29] <royal_screwup21> short of having 4 different textures/images for each movement, what can I do?
[22:21:58] <royal_screwup21> 4 -> left, right, up, down
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[22:27:56] <isdera> flip the sprite
[22:28:33] <bomb> nooooooo don doo daaaat
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[22:30:21] <royal_screwup21> why not
[22:34:57] <TEttinger> wp_: when do you get that?
[22:36:25] <TEttinger> genymotion's android emulator seems preferred for the cases where HAX isn't supported
[22:36:39] <wp_> TEttinger, when starting the emulator
[22:38:41] <TEttinger> there's this stuff, https://stackoverflow.com/questions/36880552/cpu-acceleration-status-haxm-must-be-updated
[22:39:18] <TEttinger> you may need to enable virtualization in your BIOS if you're on windows 7 (windows 8 uses UEFI, not sure there)
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[23:11:32] <X-Ray-Jin> royal_screwup21: if you just have left right movement you can easily just flip (sidescroller) if you have a top down you need graphics for front and and back for it
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[23:28:27] <jayhost> Tettinger I just realized pharmacy gave me wrong dose of Synthroid last month so that's why I've been sick and unnactive... :( :D
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[23:32:37] <bomb> jayhost: press charges
[23:41:17] <wp_> fixed it
[23:41:35] <wp_> anyone have a basic "pass through" shader, ie a shader that does nothing?
[23:44:21] <TEttinger> discard
[23:44:43] <TEttinger> but why would you want that, do you mean it just renders as-is?
[23:45:08] <TEttinger> jayhost: that's pretty lousy, that can be bad
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   March 24, 2018  
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