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[00:36:29] <jab> libgdx's UI requires a ton of work to get nice
[00:36:39] <jab> huge barrier. powerful, but huge barrier
[00:39:27] <jab> and they're mostly static UIs
[00:39:35] <jab> really difficult for anything dynamic
[00:39:50] <Tomski> Not really
[00:39:59] <Tomski> You can do anything you want
[00:40:32] <Tomski> Even with Table cells, which are the most static, you can make things dynamic
[00:40:35] <jab> well, you can do anything you want without lbigdx
[00:41:37] <Tomski> There is a fairly big learning curve to being efficient and designing things properly in scene2d
[00:42:01] <Tomski> but people make it harder for themselves when they skip over the very good documentation and go straight into trying to implement something with having no idea how Tables actually work
[00:42:06] <jab> yeah
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[00:42:46] <jab> what about coloring fg/bg elements in scene2d at runtime?
[00:43:08] <Tomski> as trivial as colouring non-scene2d elements
[00:43:36] <jab> how would you go about it?
[00:43:38] <Tomski> If you need to do something fancy, you use a shader. Otherwise you tint an appropriately designed asset
[00:43:52] <jab> right, that's a single color gradient
[00:44:02] <Tomski> What is?
[00:44:06] <jab> what about a background color and a foreground color that are completely different
[00:44:09] <jab> a change that tints
[00:44:14] <jab> shader that tints*
[00:44:21] <Tomski> I didnt say use a shader that tints?
[00:44:43] <jab> oh i see
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[00:48:33] <Tomski> If you want to be cheap, you try to design assets so that tinting works
[00:48:43] <Tomski> Otherwise you go for a shader and take the performance hit
[00:48:56] <Tomski> But that does allow you to do any effect you need
[00:49:18] <jab> yeah, i made have to do the shader
[00:49:23] <jab> i may have*
[00:49:25] <jab> :P
[00:49:30] <Tomski> what is the effect you want?
[00:50:32] <jab> my gall my assets are white on black. i'd like to just provide the user the ability to change those two colors to anything
[00:50:36] <jab> game*
[00:50:57] <Tomski> If they are 100% white, you can tint to achieve a full colouring
[00:51:04] <jab> sorry, on a slow network so ssh is slow updating terminal
[00:51:15] <Frotty> irc via ssh
[00:51:16] <jab> but what about changing black?
[00:51:18] <Frotty> what is this, 2000?`
[00:51:19] <Tomski> (as in if the whites are 100% white)
[00:51:20] <jab> irssi
[00:51:29] <Tomski> black doesnt tint
[00:51:33] <jab> exactly
[00:51:45] <Tomski> what do you expect to happen to the black?
[00:51:49] <jab> so a shader has to be made to map white to a color and black to a color
[00:51:55] <Frotty> he wants to change the 2 colors of the image tomski
[00:51:58] <jab> also be configurable
[00:52:01] <Frotty> to allow various color schemes of his ui
[00:52:11] <Tomski> But only black and white?
[00:52:18] <jab> it's a two color game :P
[00:52:21] <Tomski> ok
[00:52:28] <Tomski> Then make your ui all white
[00:52:30] <jab> but a harsh black/white may not be something players want
[00:52:34] <jab> softer shades or something
[00:52:45] <Tomski> Tint one to white, tint the other to black at runtime
[00:52:58] <Tomski> Then they can tint the original assets to anything they want
[00:53:50] <jab> sounds like for frames on a window i would have to compose UI elements
[00:54:05] <Tomski> Yeah, it all dependes on what your assets actually look like
[00:54:11] <jab> currently my window just takes a single textureregion that has a white border and a black inside
[00:54:13] <Tomski> If they are nested youd just use a palette swapping shader
[00:54:37] <jab> hmm yeah that could work
[00:55:32] <Tomski> You could do it for one frame at runtime to an fbo, then juust use that with default shader
[00:55:41] <jab> also, just making nice UIs in general is tough since i'm not an artist
[00:55:50] <Tomski> aye
[00:55:51] <jab> and all the ones i've found aren't generic
[00:56:27] <Tomski> Thats just a skin
[00:56:33] <jab> yep
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[00:57:16] <jab> so this doesn't completely fit my purpose, and on top of that if i want a tabulated pane it requires extra groundwork too
[00:57:19] <Tomski> What do you mean by arent generic?
[00:57:51] <jab> what kind of games will this UI work for?
[00:57:53] <jab> not a lot
[00:57:53] <LiquidNitrogen> if you have black/white assets, itd be easy to do a step and mix to change color
[00:58:09] <Tomski> jab: no skin is going to work with every game and not look bad
[00:58:18] <jab> by UI i mean skin
[00:58:22] <jab> conflating terms :P
[00:58:37] <jab> right. good skins are hard too
[00:58:37] <Tomski> Unless you are making a tool, i would always recommend making your own skin for the game
[00:59:32] <Tomski> For examples/inspiration, dont limit yourself to looking for libgdx skins
[00:59:33] <jab> but what you put in the skin in reflective of how you're going to compose the UI
[00:59:40] <Tomski> Other way around
[00:59:47] <Tomski> design ui, figure out what you need
[00:59:51] <Tomski> add it to the skin
[01:00:16] <jab> and if the UI changes
[01:00:33] <jab> there's a disconnec ton the feedback between the two
[01:00:37] <Tomski> How?
[01:01:26] <Tomski> Do you have an example?
[01:01:42] <jab> say you design a tabbed pane, while testing (or developing) you discover the UI doesn't fit or it isn't intuitive
[01:01:53] <jab> the skin needs to be redesigned
[01:01:56] <jab> or added to
[01:02:08] <Tomski> You design the UI layout with/without a skin
[01:02:14] <Tomski> it doesnt matter about the skin at that point
[01:02:40] <jab> what i'm trying to say is it isn't as iterative as it could be?
[01:02:41] <Tomski> Skin wouldnt need redesigning either
[01:03:09] <Tomski> You design a tabbed pane, you set out the layout. If its not intuitive, you ditch it.
[01:03:13] <jab> there isn't a way to slowly build your UI organically, it had to all kinda come at once
[01:03:20] <Tomski> There is
[01:03:51] <LiquidNitrogen> i make my skins with code, part by part, as they become needed
[01:03:54] <Tomski> You plan it, make lots of widgets that fit together, break them up into their core components and that is where you start
[01:04:30] <jab> massive barrier for prototyping uis
[01:04:31] <Tomski> Everything is modular, so if you dont like one bit you just tweak it
[01:04:35] <Tomski> you don't have to restart everything
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[01:32:45] <LiquidNitrogen> trying to decide if i should chop 90% of the ideas i had out of my 3d game, and do something slightly different and more practical with it :/
[01:35:26] <Frotty> lol
[01:41:00] <LiquidNitrogen> most of the idea was based on having it be a sort of colony simulation that you interact with. which is obviously very complex. but i could take all the simpler parts and have it be more of an arcade style game instead.
[01:41:22] <Frotty> just make battle royal
[01:41:24] <Frotty> kaching
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[01:44:40] <LiquidNitrogen> im not making multiplayer games
[01:48:08] <jab> why not?
[01:49:17] <LiquidNitrogen> because i dont want to
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[02:03:31] <Frotty> LiquidNitrogen: is that doom looking game youre posting pictures off the game u are talking about?
[02:03:50] <LiquidNitrogen> Frotty: yup
[02:03:57] <Frotty> i always thought that was MP
[02:04:06] <Frotty> :D
[02:04:16] <LiquidNitrogen> heh nope
[02:05:24] <LiquidNitrogen> the general idea is to make a single player game which isnt just 'run around killing everything'
[02:12:29] <TEttinger> LiquidNitrogen: it looks good do it
[02:19:10] <LiquidNitrogen> i would have to remove all of the outdoor terrain and focus it indoors. the condensed scope wouldnt fit with wandering aimlessly outdoors
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[03:03:53] <oseph> speaking of running around and killing everything here's my latest libgdx noodling: goo.gl/E3YsHt
[03:04:39] <oseph> (vid created via screen cap and thus plays slower than the actual game. Speed playback to 1.25x for what it's closer too)
[03:06:18] <oseph> so there was this small indie game I found years back (early 2000s?) which involved killing little chickens before they crossed the screen. it had charming graphics and was stupidly simple and fun to play. I haven't been able to find it since, so figured i'd try to make my own version of it according to my borken memory
[03:06:33] <oseph> not sure if anyone recalls this chicken game I'm thinking of...?
[03:12:54] <TEttinger> KFC: The Colonel's Vendetta
[03:13:25] <oseph> haha
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[03:20:33] <LiquidNitrogen> why not make it killing kittens?
[03:27:00] <oseph> i admit i feel bad for the chickens
[03:28:58] <oseph> i'd like to stray away from the ol senseless shooter thing and killing anything that simply trying to live its life trying to get to the other side of a screen
[03:29:27] <oseph> but alas
[03:29:42] <oseph> maybe it needs a leaderboard
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[03:34:06] <oseph> LiquidNitrogen, can I see the "doom looking game" Frotty mentioned a while back?
[03:37:20] <TEttinger> he just quit
[03:37:24] <oseph> noooooooooo
[03:37:25] <oseph> ok
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[08:12:52]
<TEttinger> neat, now that it's been over a year since I last committed 10 separate commits in one day, the max has been adjusted so I can see exactly where i started committing two commits min per day (june 4, 2017) https://github.com/tommyettinger
[08:18:37] <TEttinger> 10 a day was usually "uh oh, whoops, try again" at least 5x
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[08:45:09] <SuckyNoob> lol
[08:45:12] <jayhost> Nice Tet, you the bomb
[08:45:17] <SuckyNoob> sup evereybody
[08:45:33] <theresajayne> the price of bitcoin
[08:46:15] <TEttinger> no, bomb is the bomb
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[08:55:00] <SuckyNoob> was playing some nethack/rogue before I past out
[08:55:08] <SuckyNoob> should never have drank that green potion
[08:55:20] <SuckyNoob> passed* out
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[09:08:12] <Shockah> contributions on sundays? what is this
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[09:17:24] <TEttinger> you should play smelc's game too
[09:18:40] <TEttinger> Shockah: contributions on sundays while listening to metal
[09:24:40] <Shockah> heh i got some errors
[09:24:42] <Shockah> dm game: The level (depth 1) of the element being scheduled (CHAOS_DOG (d) at 31,15 [7/7] at depth 1 (ai:wandering to 35,4) [(34,4), (35,4)] 51) isn't marked as schedulable. This is a bug. Skipping this event and removing it asap.
[09:25:15] <TEttinger> CHAOS DOG
[09:25:26] <TEttinger> smelc should be back so you can report
[09:26:52] <Shockah> aaaand i'm stuck
[09:26:59] <TEttinger> I kinda doubt that's an error in SquidLib because I don't use the term schedulable or have a schedule concept
[09:27:00] <Shockah> because i can't push a barrel
[09:27:06] <TEttinger> o ?
[09:27:11] <TEttinger> sometimes o for operate
[09:27:20] <TEttinger> or attack the barrel
[09:27:22] <Shockah> because Ctrl+arrows are bound to something in my macOS
[09:27:31] <TEttinger> oh wow
[09:27:36] <TEttinger> did not know that
[09:27:43] <Shockah> should probably use Cmd here instead?
[09:27:47] <TEttinger> fn-ctrl-arrow?
[09:27:49] <Shockah> for macOS
[09:27:51] <TEttinger> fn-cmd-arrow?
[09:28:09] <Shockah> Fn-Ctrl is a Firefox keybind instead
[09:28:20] <Shockah> Fn-Cmd does nothing
[09:28:44] <TEttinger> [23:48;21] * smelc has quit (Ping timeout: 265 seconds) <-- 40 min ago, he may be back in a bit
[09:28:45] <Shockah> okay i managed to Ctrl + left click, but that also opens the context (right click) menu on macOS
[09:28:51] <TEttinger> haha
[09:29:09] <TEttinger> this seems like a UI disaster only due to macOS
[09:29:52] <Shockah> oh and after trying all this, the barrel was stuck to me
[09:30:30] <TEttinger> it would be easier to test if Apple made affordable computers! but they like having one port and 4 digits of dollars
[09:30:53] <Shockah> setting up a Hackintosh isn't that hard
[09:31:00] <TEttinger> I've done it
[09:31:03] <Shockah> if you have compatible hardware that is
[09:31:14] <TEttinger> but it wouldn't simulate the cmd and ctrl stuff
[09:31:23] <TEttinger> it might I guess
[09:31:24] <Shockah> pretty sure mine did fine
[09:31:29] <Shockah> Win key was the Cmd key
[09:31:36] <TEttinger> I was going to guess
[09:31:47] <Shockah> obviously no Fn on a standard PC keyboard
[09:31:54] <TEttinger> on a laptop
[09:32:00] <Shockah> oh
[09:32:07] <Shockah> i wouldn't dare installing macOS on a laptop
[09:32:14] <TEttinger> I had it in a VM
[09:32:18] <Shockah> ah
[09:32:31] <Shockah> well that's not really a hackintosh, is it
[09:32:40] <TEttinger> it is effectively
[09:32:45] <TEttinger> it's rather slow
[09:33:02] <Shockah> definitely not the same problem scale though
[09:33:12] <TEttinger> "not enough problems"
[09:33:32] <Shockah> well it's nice to have a dualboot Windows 10 and macOS Sierra PC
[09:33:45] <TEttinger> I'm excited for how badly hit my PC is going to be from meltdown and spectre patches
[09:33:51] <Shockah> i should probably update it to High Sierra already
[09:34:22] <SuckyNoob> wow you guys weren't kidding even the small macbook/mac laptops are super expensive
[09:34:39] <SuckyNoob> guess there will be no Mac desktop release for my game lol, no way id spend that for a laptop
[09:37:08] <SuckyNoob> TEttinger where did you get the patches?
[09:37:50] <SuckyNoob> I tried to search for them for my MOBO from the manufacturer and they didnt have any listed, intel didnt release any directly, and I havent seen windows update mention anything either
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[09:54:11] <TEttinger> SuckyNoob: I'm just waiting for the slowdown
[09:54:23] <TEttinger> hhey smelc, Shockah hit some bugs in dungeon mercenary
[09:54:26] <SuckyNoob> I dont even think I can update mine
[09:54:36] <SuckyNoob> fucking ASUS says they wont update older MOBOs?
[09:55:16] <TEttinger> one was an issue with ctrl-arrow being intercepted by macOS, one was a bug in scheduling a chaos dog
[09:55:34] <TEttinger> dm game: The level (depth 1) of the element being scheduled (CHAOS_DOG (d) at 31,15 [7/7] at depth 1 (ai:wandering to 35,4) [(34,4), (35,4)] 51) isn't marked as schedulable. This is a bug. Skipping this event and removing it asap.
[09:57:50] <SuckyNoob> ah I see intel supposedly told the mobo manufacturers their microcode update is unstable
[09:58:00] <SuckyNoob> so ASUS is waiting for a stable one
[09:58:16] <TEttinger> intel did actually release a very bad buggy update early on
[09:58:23] <TEttinger> I think it bricked some comps
[09:58:36] <SuckyNoob> I think I read servers will experience 20-40% slowdowns
[09:58:50] <TEttinger> it depends on workload. GPUs should be fine
[09:58:54] <SuckyNoob> I wonder if intel has gotten sued yet to replace chips
[09:59:12] <TEttinger> I don't think they have evidence they knew they were vulnerable
[09:59:37] <smelc> hey TEttinger
[09:59:40] <SuckyNoob> Supposedly they knew months ahead of time
[09:59:48] <TEttinger> smelc apparently worked with people who were solving a problem of meltdown's variety in the 1990s
[10:00:11] <SuckyNoob> 32 lawsuits as of late february
[10:00:15] <TEttinger> some kind of speculative fix for speculative execution, when it was expected to be added
[10:00:23] <smelc> thanks for the reports Tet
[10:00:46] <TEttinger> there were other bugs too actually
[10:01:07] <smelc> shoot
[10:01:11] <smelc> (not with a gun I mean)
[10:01:17] <smelc> (you American people)
[10:01:23] <TEttinger> they were related to the ctrl-arrow one
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[10:02:09] <smelc> should I use cmd+arrow on Mac ?
[10:02:28] <TEttinger> I think so. Shockah said ctrl-arrow gets intercepted
[10:02:43] <TEttinger> I think cmd is ctrl in lwjgl
[10:03:04] <TEttinger> or something. I think ctrl-v in lwjgl-using code will act on cmd-v on macs
[10:03:39] <TEttinger> the only mac apps I've seen treat ctrl like windows/linux ctrl are using bad homemade UIs
[10:03:49] <smelc> can't find Shockah in recent conversation in the backlog
[10:04:06] <smelc> problem is, I have no Mac to try it on
[10:04:40] <TEttinger> here's a timestamp:
[10:04:40] <TEttinger> [09:24:40] <Shockah> heh i got some errors
[10:04:52] <TEttinger> that's on echelog
[10:05:09] <TEttinger> you disconnected for a bit
[10:07:10] <smelc> like 1 or 2 hours ago ?
[10:07:17] <TEttinger> yes
[10:07:21] <TEttinger> err maybe less
[10:07:24] <smelc> I was on the train so my connection was hopping on and off I suppose, I didn't check it out
[10:07:37] <TEttinger> less than an hour
[10:07:42] <TEttinger> echelog has it
[10:08:23] <TEttinger> are you at work now?
[10:08:31] <TEttinger> I guess it's like 9 AM?
[10:08:39] <smelc> ah I see
[10:08:49] <smelc> yes I'm at work now
[10:09:10] <TEttinger> dsl backend stuff?
[10:09:24] <TEttinger> has xtext had any big news recently?
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[10:10:13] <smelc> yes dsl programming language for proving kernels
[10:10:38] <smelc> we're actually closing in on obtaining the highest certification for our product
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[10:13:27] <TEttinger> kernels like corn?
[10:13:35] <TEttinger> corn like corn syrup?
[10:14:10] <smelc> :-)
[10:14:30] <TEttinger> are you writing a kernel or do other people provide them (like Linux)?
[10:16:23] <smelc> we write the kernel
[10:17:10] <smelc> we're doing a lot actually, we write the kernel on our own, in our own language, which we compile to C with our own compiler
[10:17:27] <smelc> and we prove the kernel against its specifications using our own prover
[10:17:56] <TEttinger> you eat your own dogfood indeed
[10:17:59] <smelc> yep
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[10:18:22] <smelc> well we could write our compiler in our own language now, as well as the prover; if we really wanted to eat our own dogfood
[10:18:24] <TEttinger> my dog threw up her own dogfood last morning, when she was sprayed by a skunk badly
[10:18:41] <TEttinger> whole house smells like that gasoline-garlic smell
[10:18:49] <smelc> but our language doesn't fit well for such applications
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[10:19:17] <TEttinger> poor sophie dog... 3 separate washes at the groomers
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[10:45:03] <waterCreature> where do i go for laptop recommendations? aside from youtube reviews that is.
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[10:51:32] <TEttinger> not youtube reviews
[10:51:50] <TEttinger> never youtube for anything related to a product
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[10:56:13] <TEttinger> this seems to be an unusually good price. it has a SSD and HDD, where the SSD is important for Java to have fast load times
[10:56:52] <TEttinger> GPU is not great. RAM is fast but not a huge amount, probably enough though
[10:57:28] <waterCreature> really nice price, wish i was living in us.
[10:58:52] <TEttinger> amazon may have a deal in whatever country you're in
[10:59:41] <TEttinger> ah singapore
[10:59:48] <TEttinger> or your vpn is there
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[11:00:44] <waterCreature> how do you know I am in singapore...
[11:02:33] <TEttinger> oh, IP address
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[11:02:46] <TEttinger> also you probably mentioned it once or twice
[11:02:54] <waterCreature> i am worried about the warranty. the link you shared does ship to singapore, and it's cheaper by like 500 sgd + ssd
[11:03:19] <waterCreature> although the one i can get from local seller is with gdx 1060
[11:03:23] <waterCreature> gtx*
[11:04:01] <TEttinger> yeah usually the warranty is lousy even if you pay a lot for one. sometimes they will have you ship the computer to them, they say it's fixed (it isn't), and ship back
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[11:04:56] <TEttinger> lenovo has had a lousy record in the past, but I'm on a lenovo at this moment and it is fine. the one part missing is a sticker that says "intel core i7"
[11:07:15] <TEttinger> ok, bedtime for me
[11:07:24] <waterCreature> Thanks TEttinger have a good rest.
[11:07:59] <TEttinger> hope you can find a good computer that works!
[12:01:14] <Frotty> who uses HHDs nowadays
[12:01:26] <Frotty> i replaced the hdd in my 8 year old laptop like 4 years ago
[12:01:31] <Frotty> runs like new
[12:01:42] <Frotty> also some old lenovo i7
[12:02:31] <Frotty> internal hdd that is
[12:07:42] <waterCreature> you know the dell and lenovo online stores sell their laptops with 5400 rpm HDDs
[12:08:16] <Frotty> doesn't mean you have to buy them
[12:08:47] <Frotty> at least as a dev
[12:09:25] <waterCreature> and they don't offer the option to configure.
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[14:13:57] <Frotty> waterCreature: :/ well that sucks
[14:15:00] <Frotty> idk, I'm also semi looking for a new laptop, but similar to smartphone it just seems they keep getting more expensive for having features I don't even want
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[14:52:21] <DranikProgrammer> Hi
[14:52:23] <DranikProgrammer> Why isnt there any glPolygonMode in Gdx.gl(10,20,30) ?
[14:53:59] <DranikProgrammer> Or, else, howd I draw polygons as wireframes for debug, considering that I cant acess the mesh directly(spritebatch, polygonbatch, flexbatch)
[14:56:35] <DranikProgrammer> Found it in lwjgl, will it work on android ? (as it doesnt use lwjgl, or does it? )
[14:57:55] <Shockah> anyone successfully implemented Chartboost on Android in a libgdx game?
[14:59:30] <DranikProgrammer> Shockah: Go native with android, add it there over the libgdx canvas and control it via some kind of interface
[15:00:26] <Shockah> let me put it this way
[15:00:47] <Shockah> i did implement it, except i'm getting an NO_HOST_ACTIVITY error from it
[15:01:04] <Shockah> ...until i Back out of the game, start it again
[15:01:07] <Shockah> then it works
[15:03:38] <Shockah> eh i guess i found a way to make it work for now
[15:03:52] <Tomski> Not in gles DranikProgrammer
[15:04:01] <Shockah> but i'll have to move around a bit of code and duplicate a bit of it too
[15:05:29] <Shockah> now to see if the iOS one works
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[15:39:22] <Shockah> "Add value -ObjC in Other Linker Flags under your project’s Build Settings for both Debug and Release." - is that something you do when using RoboVM?
[15:40:20] <Tomski> Already done
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[17:33:57] <Frotty> Tomski is there a way to load assets with assetmanager that doesn't use all available processing power so I can still have a smooth loading animation?
[17:34:15] <Tomski> dont use finishLoading
[17:34:30] <Tomski> change the value passed to update
[17:34:48] <Frotty> okay thanks for the hint :)
[17:39:15] <bomb> puch i always use finishloading
[17:42:02] <Frotty> yea, when I started everything loaded in a sec, but not anymore :P
[17:42:48] <bomb> is it possible to increase the pool size of the Sound objects on android?
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[18:27:43] <HMS_Reliable> anyone else having problems with gradle since some kind of update recently?
[18:27:53] <HMS_Reliable> sorry for the vague question, i'm all at sea
[18:28:30] <Tomski> If you updated gradle and are have an android project, you are in all kinds of trouble
[18:28:37] <Tomski> If you use IDEA/AS that is
[18:29:23] <HMS_Reliable> i do
[18:29:42] <HMS_Reliable> although from the error messages it seems more related to the html project
[18:29:57] <Tomski> You will have problems with both
[18:33:33] <Frotty> Tomski: did jetbrains still not address that issue?
[18:33:42] <Frotty> dafuq man :(
[18:33:46] <Tomski> Nada
[18:34:05] <Frotty> did they update the ticket at least
[18:34:08] <Tomski> no
[18:34:13] <Frotty> :S
[18:34:49] <Tomski> Google were meant to integrate
[18:34:53] <Tomski> Buthavent
[18:35:20] <Frotty> so they're blocked by google?
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[18:39:11] <Tomski> As of jan 19, latest EAP should have 3.0 features
[18:39:17] <Tomski> But these dont fix gradle integration with google
[18:39:20] <Tomski> And thats googles plugin
[18:40:15] <Frotty> And here I thought with the switch from eclipse things would go smoother
[18:40:49]
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[18:40:54] <Tomski> Yeah :/
[18:41:08] <Tomski> It just looks like they have decided to push AS too much for their specific task
[18:44:26] <jayhost> bomb ya sure
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[18:55:27] <HMS_Reliable> so i shouldn't have updated gradle like it asked huh
[18:55:52] <Tomski> Nooooooooop
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[19:00:49] <royal_screwup21> good evening, gentle(wo)men
[19:02:28] <Frotty> hi screwup
[19:02:41] <Frotty> what are we gonna screw up today
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[19:05:44] <bomb> jayhost: HOW
[19:06:37] <Frotty> bomb: AndroidApplicationConfiguration
[19:06:46] <Frotty> #maxSimultaneousSounds
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[19:13:12] <bomb> ayyy thanks Frotty
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[20:38:51] <royal_screwup21> suppose I have an object, say Obstacle, whose texture is a constant. What's the best practice to instantiate the texture? Should it be done inside the constructor or outside?
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[20:47:18] <Frotty> royal_screwup21: rly depends
[20:47:36] <Frotty> though in general you should let your texture get loaded by assetmanager
[20:47:59] <Frotty> what's the difference between inside and outside of the constructor?
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[20:49:10] <royal_screwup21> no difference really
[20:49:43] <royal_screwup21> I mean, if I put it inside the contructor then I have to instantiate Obstacle to access the texture
[20:50:40] <royal_screwup21> if I don't and make a it static final variable, then I can access it without instantiating Obstacle
[20:59:31]
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[21:53:54] <grim001> tech tree for my fog effect: async texture hotswapping. 3d perlin noise. 3-channel color histogram. seperable gaussian blur. depth buffer magic. hsv color manipulation magic. was satisfying to get it all working.
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[21:54:26] <HMS_Reliable> grim001: cool. pics?
[21:59:03] <grim001> well, it's quite hard to appreciate it without animation
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[22:06:32] <grim001> started with esentially a static overlaid texture scrolling across the screen. then I multiplied that with a standard depth buffered fog effect. then I made it animate with perlin noise. then I made it adapt to the overall light mood of the screen with the histogram. then I added localized lighting highlights with a blurred color buffer.
[22:10:24] <[twisti]> sounds exciting, make a video or animated gif please!
[22:12:00] <grim001> it takes almost completely uncompressed video to capture my little pixel art lighting effects properly, so the filesize winds up huge
[22:12:15] <grim001> might do that sometime soon though
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[23:10:44] <TEttinger> looks good grim001
[23:11:11] <TEttinger> I didn't actually notice the fog at first, I only saw the light
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[23:20:11] <jayhost> yeah grim001 super dope
[23:23:15] <LiquidNitrogen> its ready for a skeleton party!
[23:23:26] <TEttinger> HMS_Reliable: if you have GWT issues, I'm starting to become a weird GWT mountaintop hermit it seems
[23:24:22] <TEttinger> "confucious say: marsaglia xorshift will work with GWT ints but a standard LCG will fail due to precision loss and the lack of implicit modulo 2 to the 32"
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[23:26:39] <TEttinger> also many hashCode() implementations will return wierdly different results on GWT
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[23:52:44] <SuckyNoob> hey anybody here play the original master of orion?