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[00:05:56] <TEttinger> aurelius: if he comes online sometime, bryan has a good UI in his game
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[00:06:14] <Danilo_> hello
[00:06:33] <bomb> hello, welcome to LibGDX support line
[00:10:03]
<TEttinger> aurelius: I'd ask bryan` when you see him how he got this looking like it does, but the game isn't open source (I doubt you can actually log in as a random user) https://arenaofkings.com/
[00:12:00] <DB219> sup
[00:12:03] <Danilo_> hello bomb, I don't really know what to say, just came here out of curiosity, I find LibGDX really interesting, I like how down-to-opengl you can go.
[00:12:16] <aurelius> TEttinger: game looks good
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[00:26:47] <m1mou> Hey
[00:27:00] <Frotty> ho
[00:27:28] <m1mou> If this engine support a mmorpg game?
[00:28:03] <Frotty> definitely maybe
[00:28:25] <Frotty> which engine are we taking about
[00:29:19] <m1mou> libgdx, it is not a engine?
[00:31:19] <LiquidNitrogen> its a framework which provides a lot of tools, not an engine
[00:32:39] <LiquidNitrogen> so the question becomes: can you make an mmorpg in java. which the answer is yes, if you have the skill to do so.
[00:33:39] <TEttinger> the question is more "can you make an MMORPG"
[00:33:55] <m1mou> How we can use a framework and why not make him a engine
[00:34:32] <m1mou> Yes and no
[00:35:53] <TEttinger> to "can someone make an MMORPG", the answer is almost always no, regardless of tools, unless they have at least 40 people working on it and a full willingness to fail because most MMORPGs fail to earn back the money spent developing, hosting, and maintaining them
[00:36:20] <TEttinger> 40 I think is a lowball figure
[00:38:07] <m1mou> Hmmm in your opinion what kind of game can make from hem money i talk about desktop Games
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[00:40:04] <m1mou> And dont need a big team
[00:41:18] <TEttinger> if your goal is to make money and only to make money, don't get into game development, really. other software development fields tend to earn much more
[00:41:39] <LiquidNitrogen> TEttinger: i think you could make something like Realm of the Mad God without a large team and with a low experience level perhaps..
[00:42:00] <TEttinger> is that the MM in MMORPG?
[00:42:14] <TEttinger> massively multiplayer, as opposed to just multiplayer?
[00:42:59] <TEttinger> financial technology in particular is just ridiculous in terms of what people get paid, and that's not even including blockchain hype stuff
[00:43:37] <TEttinger> similar skillset even
[00:44:06] <TEttinger> I've looked into using some of the high frequency trading in Java code that's available on GitHub, for game dev
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[00:55:30] <bomb> my and my ass are a decently large team
[00:59:52] <TEttinger> a real donkey shoow
[01:02:02] <bomb> can we team up and make a new game tettie?
[01:06:46] <TEttinger> probably not!
[01:07:05] <TEttinger> i'm still trying to make the same few games
[01:07:10] <TEttinger> mostly making libs
[01:07:27] <bomb> :(
[01:07:32] <bomb> can we make a lib together?
[01:07:59] <TEttinger> I do accept pull requests!
[01:09:12] <bomb> no i want a new organization called BombAndTettinger
[01:09:53] <Frotty> that's racist
[01:09:59] <bomb> could be TettingerAndBomb too, if you want to
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[01:21:26] <bomb> Danilo_: welcome. yeah libgdx is real fun
[01:22:38] <bomb> you know what's cool about libgdx? it's java
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[02:30:59] <LiquidNitrogen> how much power to make mmo?
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[02:55:19] <Frotty> LiquidNitrogen: 3-4 times
[02:56:46] <LiquidNitrogen> unacceptable
[03:10:29] <jayhost> 50000 kw likely
[03:21:16] <LiquidNitrogen> aliens come out of the air vents. if you dont clean up the dead bodies you get giant maggot infestations
[03:30:01] <TEttinger> burgers!
[03:31:39] <LiquidNitrogen> always burgers
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[05:24:36] <TEttinger> starting on a big ol' honkin' refactor
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[05:25:31] <TEttinger> for eben howard's gross old code from back when he was in school and not a bay area techbro
[05:27:03] <TEttinger> to be fair, techbrodom has improved his code mostly. it hasn't at all improved his ability to post a coherent issue on his own repo that I'm maintaining, but that dragon dive thing was fun to work on with him
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[11:43:36] <teks> Hello guys
[11:43:43] <teks> I want to render something like this
[11:44:09] <teks> How can i do that with shaders?
[11:49:52] <Tomski> What reason do you have for doing that via shader?
[12:06:47] <LiquidNitrogen> neon effect?
[12:06:56] <teks> Tomski: I want this gradient effect on edges
[12:07:04] <teks> Are there a better option?
[12:07:48] <LiquidNitrogen> can you not pre-render the gradient onto the image?
[12:07:49] <Tomski> teks: your use case is not clear
[12:08:02] <Tomski> Dooes it need to be dynamic, what do you call edge? Is there a background?
[12:08:47] <teks> Tomski: I want to render a cube with its outlines with animated gradient effect
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[15:21:28] <Frotty> Tomski: sends non-animated image, wants it "animated like this"
[15:21:32] <Frotty> 10/10
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[15:28:05] <Tomski> :[
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[15:57:08] <DranikProgrammer> Hi
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[17:03:11] <DranikProgrammer> Ive noticed that index buffer update on about 25k sprites has absolutely no effect in my render
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[17:10:54] <royal_screwup21> what's the easiest testing framework to work with?
[17:11:47] <royal_screwup21> essentially I've modeled my gameboard as a graph and I want to check if it's got the right edge values
[17:12:33] <royal_screwup21> so it's just a simple loop's worth of testing, which I guess I could do with asserts(), but I want to get started on a framework
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[17:19:39] <Tomski> junit is decent enough
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[17:21:55] <royal_screwup21> ah cool, thanks
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[18:35:51]
<royal_screwup21> I don't undertstand the documentation for freetype font here https://github.com/libgdx/libgdx/wiki/Gdx-freetype It says that you need to add the dependency to your build.gradle which I've done, but do I also need the .fnt files? If so, where do I get those?
[18:37:16] <DranikProgrammer> You dont manage fnt files at all
[18:37:31] <DranikProgrammer> you store your ttf files
[18:37:45] <DranikProgrammer> and then convert them to bitmap fonts in code via freetype
[18:38:38] <royal_screwup21> ah okay
[18:38:43] <royal_screwup21> so I need to grab some fnt files to begin with
[18:40:20] <royal_screwup21> I'm very curious why the didn't provide a link to the fnt files, seeing as everything actually depends on thaat
[18:41:21] <royal_screwup21> or maybe I've misunderstood
[18:41:39] <DranikProgrammer> Stop
[18:42:15] <DranikProgrammer> You have your ttf files( the common ones, most people mean by fonts) stored somewhere (in your asset folder for example)
[18:42:27] <DranikProgrammer> They can be downloaded on lots of websites
[18:42:45] <DranikProgrammer> The first example shows how to convert them to bitmap fonts
[18:43:10] <DranikProgrammer> In ram, so the generated font isn't a file by itself
[18:43:31] <DranikProgrammer> If you want to generate bitmap fonts as files, look into hiero
[18:45:20] <royal_screwup21> .ttf*
[18:45:46] <DranikProgrammer> Of course; you place them in the asset folder
[18:46:08] <DranikProgrammer> here you can find some
[18:50:14] <Frotty> of course
[18:50:22] <royal_screwup21> yeah I got it working :) thanks DranikProgrammer
[18:51:49] <royal_screwup21> hmm is it a problem if I do Gdx.files.internal("android/assets/<filename>") as opposed to Gdx.files.internal("<filename>")? The former works for me but I have a feeling it's bad practice seeing as it's not done that way in the docs
[18:52:46] <Frotty> then you didn't set your working dir
[18:53:00] <Tomski> I told you before....
[18:54:14] <royal_screwup21> will get right on to it :)
[18:54:35] <Frotty> dont get tomski angry
[18:54:56] <Frotty> one dot means 1 less libgdx feature
[18:58:34] <TEttinger> royal_screwup21: for .fnt fonts using android/assets/filename.fnt actually is a problem because the fnt won't find the image
[18:58:49] <TEttinger> it isn't just some extra detail
[18:59:20] <royal_screwup21> good call
[18:59:37] <royal_screwup21> I guess it's working because it's a .ttf, not .fnt
[18:59:53] <royal_screwup21> but yeah, I'll have to get working dir straightened out
[18:59:55] <Tomski> its working because classpaths work differently on desktop when running from ide
[19:00:22] <TEttinger> yeah it will also fail in a distributed jar
[19:00:34] <TEttinger> fun to deal with that when you thought you were done :P
[19:01:30] <royal_screwup21> :(
[19:01:43] <Frotty> you could say
[19:01:46] <Frotty> it would be a screwup
[19:01:50] <Tomski> If only you listened to me when I said this is going to break your whole project
[19:02:25] <Frotty> so young and
[19:02:25] <Frotty> rebellious
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[19:14:48] <royal_screwup21> changed it finally :)
[19:15:15] <royal_screwup21> annoying how such a small thing took up a lot of googling, but okay
[19:23:59] <bomb> congrats
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[22:31:54] <oseph> I'm rendering a white font to a low res fbo (created using gdx freetype). I'm getting some grey antialiasing. Is it possible to render the font with only white pixels?
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[22:36:56] <Frotty> oseph: did you turn hinting off?
[22:45:28] <oseph> ah, that helps
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[22:45:50] <oseph> also, I just realized the artifacts are coming from my drawing my fbo at a scaled up size
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[22:50:21] <aurelius> Hi, does anyone use overlap2d, or has the alternative? overlap2d looks perfect but the website is down for a long time :-(
[22:55:34]
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[22:56:23] <Frotty> aurelius: i was wondering what the issue is with overlap actually
[22:58:31] <aurelius> Frotty: when i saw that i talked to myself this is what i am looking for... but it doesnt seem to be alive now
[23:00:02] <Frotty> xD
[23:00:10] <Frotty> shit happens
[23:00:21] <Frotty> apparently there is an internal version
[23:00:24] <Frotty> that's still in dev
[23:00:40] <Tomski> the problem with most of those tools is that they end up being very specialized
[23:00:50] <Tomski> If you want to use an engine, use an engine
[23:00:58] <Tomski> Otherwise build a tool that will benefit you the most
[23:01:41] <Frotty> tomski just wants to sell his engine
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[23:08:27] <aurelius> i would like to code as small as possible... but there are tons of what has to be coded anyway... it means i would like to use libraries and tools if possible... to create tool like that means to finish my project years later
[23:09:35] <aurelius> overlap2s should become the major tool for libgdx... seems great
[23:10:24] <Frotty> if you want to code as little as possible, why are you using libgdx?
[23:10:25] <Tomski> aurelius: libgdx is a framework
[23:10:41] <Tomski> You are expected to build your own engine ontop
[23:10:53] <Tomski> If you dont want to code, you use tools better suited to the job
[23:13:26] <aurelius> Tomski: do you say if i would like to write a document in windows and i have some problem with MS Word or oppen office, it's beter to create document editor by myself
[23:14:47] <Tomski> wat
[23:16:45] <aurelius> Tomski: yes. libgdx can be a framework, but if there are finished great tools for libgdx, it makes the framework better / high rated
[23:16:55] <Tomski> That is not what i said
[23:16:59] <Tomski> I said use the best tool for the job
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[23:17:13] <Tomski> If you dont want to code, you dont use libgdx
[23:18:23] <Tomski> libgdx IS a framework
[23:21:00] <Frotty> aurelius: your comparison is kinda lacking
[23:21:26] <Frotty> but yes, you can view the runtime of certain tools like overlap as an engine ontop of libgdx
[23:21:49] <Frotty> and just as tomski said, it can be very limiting and you can be dependendant on the tool developer
[23:22:02] <Tomski> At that point, you are using an engine, and not libgdx
[23:28:55] <aurelius> seems like i am wrong. i needed overlap2d editor just for creating menu UI (to generate atlases)
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[23:39:42] <Frotty> too relateable
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