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   March 28, 2018  
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[00:08:38] <Frotty> no but I like onions
[00:10:05] <HMS_Reliable> moo2 4 life
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[00:46:55] <Frotty> Tomski i updated idea on my laptop and now I get NPE when trying to import my project
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[01:59:17] <SuckyNoob> oh man its just gonna get worse for facebook haha http://nationalpost.com/news/world/how-facebook-was-able-to-siphon-off-phone-call-and-text-logs-2
[02:04:13] <jayhost> lol it's redic
[02:04:44] <LiquidNitrogen> but what is redic?
[02:05:18] <jayhost> Facebook
[02:07:21] <jayhost> Frotty are you serious. What version of IDEA
[02:07:35] <SuckyNoob> redic?
[02:07:39] <LiquidNitrogen> i guess thats what happens when you download an app which has every single access privilege
[02:07:52] <Frotty> jayhost: the 2018
[02:07:52] <SuckyNoob> its shadier than that
[02:08:02] <SuckyNoob> I dont have one of those tho so it doesnt effect me :p
[02:08:02] <Frotty> i deleted all local cahces, still same exception
[02:08:05] <Frotty> trying 2017.5 now
[02:09:06] <jayhost> Frotty is it Android bug or assets?
[02:10:50] <Frotty> jayhost: seems androidf
[02:11:46] <jayhost> I would grab the latest 3.5 build
[02:12:05] <Frotty> 3.5?
[02:12:21] <jayhost> It will say it in About section
[02:12:39] <Frotty> u mean 2017.3.5?
[02:12:50] <jayhost> 2018.3.5
[02:13:01] <jayhost> oh no
[02:13:06] <jayhost> yeah I'm using 2017.3.5
[02:13:28] <LiquidNitrogen> https://i.imgur.com/bSaTDDS.jpg looks like theyre having problems all around. the welcome message is 10 years late
[02:13:33] <jayhost> I didn't realize it's on 2018.1
[02:15:49] <jayhost> Frotty is 2018.1 using Java 9
[02:19:44] <Frotty> seems to work
[02:19:52] <Frotty> thx+
[02:20:07] <jayhost> Reverting to 2017?
[02:21:46] <SuckyNoob> lol
[02:24:40] <Frotty> y
[02:27:49] <jayhost> Ill try to see what's up with the new one. I think a while back there was a similiar issue
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[04:07:20] <TEttinger> huh, jayhost, Frotty, I'll be careful about that I guess
[04:07:39] <TEttinger> I've had to roll back an EAP once due to gradle failing
[04:23:02] <jayhost> mm
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[06:15:44] <TEttinger> jayhost: atan2 approx http://dspguru.com/dsp/tricks/fixed-point-atan2-with-self-normalization/
[06:16:05] <TEttinger> I have this implemented and it's faster than MathUtils in GDX but has worse error qualities
[06:16:30] <TEttinger> about 20x faster than Math.atan2()
[06:17:14] <jayhost> Oh dang
[06:18:07] <TEttinger> 0.07 radians off at most, but MathUtils is like 0.0028 at most
[06:18:18] <TEttinger> 3x faster than MathUtils in my code
[06:18:43] <jayhost> You add it to your github?
[06:18:47] <TEttinger> adding now
[06:20:01] <TEttinger> https://github.com/SquidPony/SquidLib/blob/master/squidlib-util/src/main/java/squidpony/squidmath/NumberTools.java#L914-L977
[06:20:23] <TEttinger> might still be some weird bugs possibly
[06:20:29] <TEttinger> I caught one in my port
[06:20:51] <TEttinger> I handle the case with y == 0 differently
[06:26:16] <jayhost> you handle it with a bug
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[06:34:40] <LiquidNitrogen> handle it with a vengence
[06:35:27] <TEttinger> jayhost: ? did I get something wrong there?
[06:35:50] <jayhost> No, I meant you said you handle it differently, and that is a bug?
[06:36:17] <TEttinger> oh, no
[06:36:30] <TEttinger> the original had a quirk, he called it a "kludge"
[06:36:54] <TEttinger> to avoid using y when it was 0, he added a small float
[06:37:20] <TEttinger> probably increased error
[06:37:22] <LiquidNitrogen> so you can never head true north
[06:37:39] <TEttinger> west or east, maybe
[06:37:42] <LiquidNitrogen> or yeah
[06:37:44] <TEttinger> but you can head north
[06:38:42] <TEttinger> but the cases where y == 0 are either "angle is 0" or "angle is pi"
[06:38:57] <LiquidNitrogen> https://i.imgur.com/mv33Jsf.png i put my base on an island and i think its nicer
[06:38:59] <TEttinger> also x=0,y=0 can sometimes be treated specially
[06:39:29] <TEttinger> hmm familiar LiquidNitrogen
[06:39:48] <LiquidNitrogen> x=y=0 cant really produce useable result anyway
[06:39:56] <TEttinger> here it's 0
[06:40:13] <LiquidNitrogen> 'aim everywhere at once' maybe
[06:40:16] <TEttinger> hehe
[06:40:26] <TEttinger> shoot your own foot
[06:40:37] <TEttinger> make a burger out of your leg
[06:40:47] <LiquidNitrogen> there all around me, everywhere i turn. just standing there staring at me
[06:41:22] <TEttinger> possums with breast implants
[06:41:26] <LiquidNitrogen> lol
[06:41:55] <LiquidNitrogen> mutant space dogs with laser whips
[06:42:02] <TEttinger> CHAOS DAWG
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[06:43:50] <LiquidNitrogen> https://twitter.com/NickSazani/status/978381370274693120 this is the best thing this week
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[07:08:08] <grim001> now I have a realtime 3-channel luminance histogram overlay... fun to watch
[07:08:23] <grim001> also, verifies that shit is working correctly
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[07:25:55] <jayhost> nice
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[07:37:24] <Agnel> hello everyone!
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[07:53:59] <TEttinger> hallo
[07:54:16] <TEttinger> very nice as usual, grim001
[07:54:50] <Agnel> I'm trying keep fixed positions for my actors on the screen:
[07:54:51] <Agnel> Menu Button
[07:54:51] <Agnel> Timer Set Text Body Animation Separating Line
[07:54:51] <Agnel> UpdateText Images Organ Animation https://ibb.co/bKepQS I tried using table to position the animated actors first but it doesn’t position the actors one below the other as I wanted.
[07:54:51] <Agnel> table.add(actor1); table.row();
[07:54:51] <Agnel> table.add(actor2); I tried positioning by hard coordinates but it draws from the corner of the image and not the centre as shown in the image.
[07:54:51] <Agnel> How do I tackle this problem?
[07:55:54] <Agnel> Does anyone have any suggestions?
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[08:02:19] <jayhost> Hey agnel
[08:02:35] <Agnel> hey!
[08:02:43] <TEttinger> uhh not sure what "Timer Set Text Body Animation Separating Line" means here
[08:03:28] <Agnel> https://ibb.co/bKepQS
[08:04:00] <TEttinger> "let it go" *I repeatedly tap "self-worth"*
[08:04:13] <Agnel> timer - shows the time passed
[08:04:31] <Agnel> Set 1 shows the number of sets
[08:04:54] <Agnel> Body animation is the animation I created of the dude sitting in the chair
[08:05:01] <TEttinger> that screen shot looks fine
[08:05:12] <Agnel> Seperating line is the line splitting the screen in two
[08:05:51] <TEttinger> is that a liver with reindeer horns and rudolph nose?
[08:06:01] <Agnel> yes :D
[08:06:57] <TEttinger> not sure what's wrong, it looks fine
[08:07:29] <Agnel> This is just the prototype I created on illustrator I havent coded anything yet
[08:07:43] <Agnel> Sorry I should have said that earlier
[08:08:58] <TEttinger> ohh ok
[08:09:30] <TEttinger> I'm not sure how I'd do this with scene2d. probably not using Table
[08:09:38] <TEttinger> since that stuff isn't in a grid
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[08:10:23] <Agnel> do you have any sugessions?
[08:11:15] <TEttinger> well you don't need to use Table, it just helps when the layout may need to stretch
[08:11:25] <TEttinger> this layout probably can't stretch easily
[08:11:56] <TEttinger> the irregular placement around the liver would get broken by automatic layout on android devices
[08:12:11] <TEttinger> probably better to use black bars on the edges, or an image
[08:13:27] <Agnel> black bars?
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[08:14:07] <TEttinger> instead of stretching the layout
[08:14:43] <TEttinger> viewport stuff, no need to worry about it yet if you are ok with blank space where you haven't put buttons
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[08:15:48] <TEttinger> the main advantage of Table is it can adapt to various screen resolutions, but if you're OK with black bars when the resolution is unusual, then you don't really need Table and you can do that irregular placement of buttons
[08:18:52] <Agnel> I set the clear screen to Gdx.gl.glClearColor(144/255f, 255/255f, 201/255f, 1); color so the black bars dont show
[08:19:16] <Agnel> So I should just hard code the positions?
[08:20:16] <TEttinger> probably, it looks like that would be really hard to adjust anyway
[08:21:23] <Agnel> Its hard drawing the positions. It draws from the bottom left corner how do I draw from the center of the image?
[08:21:51] <Agnel> So I can align the images to the center of the camera/viewport?
[08:22:10] <TEttinger> well drawing from center isn't hard
[08:22:14] <TEttinger> center of that image
[08:22:42] <Agnel> whats the code for drawing from the center of the image?
[08:22:45] <TEttinger> you subtract half the width of the image from the center's x, and half the height of the image from the center's y
[08:22:49] <TEttinger> and draw there
[08:23:08] <Agnel> I'll try
[08:23:19] <TEttinger> that just gets you the bottom left when you give it the center
[08:23:33] <TEttinger> it adapts cleanly to different sizes
[08:24:04] <TEttinger> if you want to stretch to different resolutions instead of showing black bars, you could still use hard coded positions but they wouldn't refer to exact pixel positions due to stretching. fonts usually look weird stretched, but not distance field fonts
[08:25:10] <Agnel> How do I position the camera to the center of 0,0;
[08:25:14] <Agnel> ?
[08:25:22] <Agnel> Im using stage
[08:25:27] <Agnel> with a screen
[08:25:36] <TEttinger> I think it starts at 0,0
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[08:25:56] <TEttinger> with 0,0 in the center, or maybe bottom left or top left
[08:26:02] <TEttinger> hey smelc
[08:26:11] <smelc> hey Tet
[08:26:48] <TEttinger> I am still tinkering with GWT-friendly RNGs. found a few that are promising
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[08:27:17] <TEttinger> if quality doesn't matter I have a xoroshiro variant that's very fast
[08:27:22] <smelc> I've tried to push my local modifications to SquidLib to my github, but to no avail
[08:27:29] <TEttinger> hm
[08:27:30] <smelc> because I don't want yet to merge vanilla SquidLib
[08:27:37] <TEttinger> yeah a lot has changed
[08:28:03] <TEttinger> what changes have you made?
[08:28:45] <Agnel> 0, 0 is the bottom left when I draw. https://ibb.co/bCcCC7
[08:29:11] <TEttinger> angry liver
[08:29:38] <smelc> I don't remember everything since it has been a lot of time
[08:29:48] <smelc> last thing was that I made RNG an interface (named IRNG)
[08:29:59] <TEttinger> that's a good idea yeah
[08:30:48] <Shockah> so are any of those RNGs faster than default Random on non-GWT platforms?
[08:30:57] <TEttinger> pfft yes
[08:31:09] <TEttinger> java.util.Random is ridiculously bad
[08:31:39] <Shockah> not like i need it right now, as i have a total of 0 RNG in my current project
[08:31:40] <Shockah> but yeah
[08:31:42] <TEttinger> it relies on a synchronized method, next(int), to get any amount of bits, but the class isn't thread-safe
[08:31:42] <grim001> TEttinger, can you elaborate about what's wrong with it?
[08:32:02] <smelc> I tried to strip my github repo of the vanilla content I don't want to pull, to be able to publish at least my changes; if not to merge the both branches
[08:32:09] <TEttinger> it's an LCG, which suffers from hyperplane correlation by marsaglia's theorem
[08:32:21] <smelc> but I couldn't find how to do it and git command line puzzlez me to say the least
[08:32:44] <TEttinger> meaning,if you get some kind of tuple from it and graph that tuple in 2d or 3d or whatever space, all the tuples will show up on parallel lines or planes
[08:33:12] <TEttinger> grim001: it's also about 10x slower than it should be
[08:33:22] <TEttinger> ThreadLocalRandom is better on speed but can't be seeded
[08:33:34] <grim001> seems I should look into a better source of RNG for my game
[08:33:37] <TEttinger> SplittableRandom is actually rather good, but it's Java 8
[08:34:27] <smelc> grim001> libgdx provides an rng
[08:34:43] <grim001> I'll take a look at the implementation
[08:35:10] <TEttinger> it's a good one and decently fast on GWT. but still about 20x to 30x slower than a generator meant for GWT
[08:35:28] <TEttinger> I mean, GDX's RandomXS128
[08:36:11] <TEttinger> RandomXS128's algo fails binary matrix rank tests pretty badly, but not many others. some experts don't consider those tests valid. I do
[08:36:34] <TEttinger> binary matrix rank shows as an issue on grid-aligned data
[08:36:47] <TEttinger> only some of its bits fail, IIRC
[08:37:42] <LiquidNitrogen> the experts arent expert enough
[08:38:13] <TEttinger> grim001: to improve RandomXS128, all you'd need to do is a xorshift on the result by a large enough value and multiply by a huge odd-number constant
[08:39:07] <TEttinger> return (result ^ result >>> 42) * 0xAEF17502108EF2D9L;
[08:39:13] <TEttinger> instead of return result;
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[08:39:31] <TEttinger> that's a total guess here
[08:39:40] <TEttinger> it could still fail tests, but probably less
[08:40:09] <TEttinger> 33 might be better than 42, anything between them could be:|
[08:46:53] <smelc> This branch is 913 commits ahead, 1529 commits behind SquidPony:master.
[08:48:27] <TEttinger> o god
[08:49:02] <Ashiren> https://www.bloomberg.com/news/articles/2018-03-27/oracle-wins-revival-of-billion-dollar-case-against-google
[08:49:05] <TEttinger> you made 913 commits on the local branch?
[08:49:55] <smelc> god no :-)
[08:50:09] <smelc> for some reason it is considering all commits as different
[08:50:24] <smelc> did you rebase the entire vanilla SquidLib repo at some point ?
[08:51:14] <LiquidNitrogen> that sounds like a lot of fun to untangle
[08:51:51] <smelc> LiquidNitrogen :-)
[08:51:55] <smelc> I don't plan to untangle
[08:52:54] <smelc> it's been a while since I deciced not to extend my dependency to SquidLib anymore, meaning it is shrinking overtime
[08:53:29] <smelc> TEttinger> but still I've made some bugfixes in code that didn't change that could be worth considering
[08:53:52] <TEttinger> sure, that's reasonable. squidlib is huge
[08:53:55] <smelc> such as https://github.com/smelc/SquidLib/commit/fd3f326305a7a636eaa1caf5facc457a1e87b264
[08:54:00] <smelc> https://github.com/smelc/SquidLib/commit/d483f070c7bcaa6e6f5e57822ccbdee3311bcb72
[08:54:05] <smelc> https://github.com/smelc/SquidLib/commit/7fe090df188d796eafbe0368156f453a3de584ec
[08:54:42] <TEttinger> what's with the asserts?
[08:55:04] <Agnel> I used this code mLiverActor2.setPosition(liverStage.getWidth()/2 - mLiverActor2.getWidth() / 2,liverStage.getHeight()/2 - mLiverActor2.getHeight() / 2); I got this https://ibb.co/gzDK9n. How do I center it? TEttinger?
[08:56:18] <TEttinger> oh geez the stage positioning stuff...
[08:57:01] <Agnel> is it bad?
[08:57:31] <TEttinger> your code? no
[08:57:41] <TEttinger> I don't remember how it works
[08:57:49] <TEttinger> the scene2d position stuff
[08:58:33] <TEttinger> smelc: "Use Grids instead" ?
[08:58:34] <smelc> Agnel> you should beware to which reference your positions are
[08:58:51] <smelc> is the position screen-relative ? relative to some other actor ?
[08:59:20] <smelc> TEttinger> that's a reference to my hgamesrhogue library I suppose
[08:59:20] <TEttinger> stage may have center at 0,0
[09:01:48] <Agnel> I created the stage with virtual pixels 1500X844 and orthographic camera (so I could fit my actors they are around 600 px big)
[09:03:01] <Agnel> https://thepasteb.in/p/8qhOMAW4kM0i0
[09:05:36] <Agnel> https://thepasteb.in/p/vghOgPq80vgC3 this is the whole code
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[09:07:50] <Agnel> How do I get the actor to be at the center of the screen?
[09:08:35] <Agnel> https://ibb.co/bKepQS so it looks like this
[09:17:10] <TEttinger> have you tried just seeing what different values added to this do? mLiverActor2.setPosition(liverStage.getWidth()/2 - mLiverActor2.getWidth() / 2,liverStage.getHeight()/2 - mLiverActor2.getHeight() / 2);
[09:17:34] <TEttinger> like using 100 + liverStage.getWidth()/2 - mLiverActor2.getWidth() / 2
[09:17:53] <TEttinger> see if that moves it at all, if not then something isn't using its position
[09:20:19] <TEttinger> ohh the mLiverActor2 isn't the liver, it's the character?
[09:20:22] <Agnel> it moves
[09:20:30] <Agnel> yes
[09:20:52] <TEttinger> not at all clear from the name, but OK
[09:21:09] <Agnel> http://ibb.co/cAPCvS
[09:21:13] <Agnel> sorry
[09:21:28] <Agnel> i was just testing them out I would rename them later
[09:22:23] <TEttinger> I wonder if mLiverActor2 has actually had its width and height set
[09:23:02] <TEttinger> if mLiverActor2.getWidth() is 0, that would position the lower left corner in the center of the screen, as it is
[09:23:45] <Agnel> I'll check with a prinln
[09:24:44] <TEttinger> it's possible that your LiverBodyActor class may set its width and height differently and so the Actor methods like getHeight don't actually know that it has a non-zero height
[09:25:22] <TEttinger> normally you'd call setSize() or a similar method on your LiverBodyActor
[09:25:37] <TEttinger> I think that's the Actor method
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[09:30:50] <Agnel> yup its 0
[09:31:00] <Agnel> I guess I have to set it
[09:40:40] <LiquidNitrogen> itd be nice if there was some easy way to prototype gameplay interactions. you kind of have to set up an entire infrastructure in order to do so
[09:45:06] <Agnel> I set it to 44, 100 but it still doesn't center. This is the println: Actor Width:44.0Actor Height: 100.0Stage Width:844.0 Stage Height:1500.0 I dont know what I did wrong.
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[10:31:12] <TEttinger> Agnel: huh, I don't know either. I wonder if the position hasn't been set by Actor methods, and was instead setting some x and y that Actor can't see and so can't use to draw?
[10:32:34] <Agnel> I'm setting the values to the ones on the prototype screen I created I'll update and let you know If I have any luck
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[10:42:17] <SuckyNoob> morning everybody
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[10:45:47] <TEttinger> morning SuckyNoob
[10:46:06] <SuckyNoob> whatre u up to
[10:46:26] <TEttinger> not much. testing an RNG as usual, getting sleepy
[10:46:49] <SuckyNoob> i just got up, time for wake'n'bake
[10:47:08] <TEttinger> prepping a maple syrup heist?
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[10:47:27] <SuckyNoob> lol
[10:48:10] <SuckyNoob> that reminds me I have maple trees in my backyard, gonna tap them this year
[10:48:32] <SuckyNoob> was going to do it last year but I totally got sick and forgot
[10:49:33] <SuckyNoob> Did I show you that news article, about an actualy maple syrup heist lol
[10:49:59] <TEttinger> the team: rob ford. justin bieber. SuckyNoob. elon musk. together they must steal all of the world's maple syrup and send it to space, where it will coat a pancake asteroid
[10:51:16] <SuckyNoob> Yes we will need Rob Ford's crack cocaine to deal with the endless nights of work, building our space spatula and galactic frying pan
[10:51:25] <SuckyNoob> I'm not sure what we would need Justin Bieber for
[10:52:27] <TEttinger> distract the cops
[10:52:30] <SuckyNoob> lol
[10:52:55] <TEttinger> throngs of screaming girls distract them from their targets
[10:53:17] <SuckyNoob> "Our pancakes will blot out the sun"
[10:53:34] <TEttinger> "then we will say sorry in the shade"
[10:53:35] <SuckyNoob> https://www.youtube.com/watch?v=xcYmlfhShIg
[10:53:38] <SuckyNoob> haha
[10:53:47] <SuckyNoob> awesome
[10:54:48] <TEttinger> elon musk hands out flamethrowers, rob ford is immediately melting crack
[10:56:11] <SuckyNoob> lol
[10:57:07] <SuckyNoob> Rob Fords brother is going to win Premiership of Ontario
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[12:32:56] <blahblah_> hello
[12:33:27] <SuckyNoob> whats up
[12:34:09] <blahblah_> any clue how to manage font styles in libgdx? For example I would like to have a label with some text having different styles, like bold, italics etc
[12:34:45] <blahblah_> I could use different fonts, one for bold, one for italics, etc, but it seems a label can only have one font at a time
[12:38:01] <bomb> i always misread your nickname SuckyNoob
[12:38:15] <SuckyNoob> hmmm
[12:38:34] <SuckyNoob> have you used scene2d yet?
[12:38:42] <SuckyNoob> lol what do you read it as
[12:38:59] <bomb> well, it's inappropriate
[12:39:03] <SuckyNoob> haha
[12:39:22] <bomb> same with TEttinger too
[12:39:51] <blahblah_> SuckyNoob: yes I have, but not so much experience with it
[12:40:01] <bomb> https://www.youtube.com/watch?v=17lkdqoLt44
[12:42:00] <SuckyNoob> blahblah_ have you read this https://github.com/libgdx/libgdx/wiki/Skin and you'll have to learn to make one of these https://github.com/libgdx/libgdx-skins/blob/master/skins/testskin/assets/uiskin.json
[12:42:23] <SuckyNoob> lol I've never heard this before listening to it
[12:42:31] <Tomski> blahblah_: same label, probably not
[12:42:35] <Tomski> Youd have to hack it up
[12:42:47] <SuckyNoob> youand then
[12:43:19] <blahblah_> Tomski: you mean like putting two labels side by side for example?
[12:43:21] <SuckyNoob> I use the heiro font maker there is the bitfont thing too
[12:43:24] <Tomski> yes
[12:43:49] <SuckyNoob> https://github.com/libgdx/libgdx/wiki/Bitmap-fonts
[12:44:19] <SuckyNoob> lol that is trippy shit bomb
[12:44:27] <bomb> hehe
[12:45:05] <blahblah_> SuckyNoob: I know how to manage fonts, how to create a font but how is it helping me with displaying text with different styles in the same label?
[12:45:45] <HMS_Reliable> did you guys see https://github.com/mxgmn/WaveFunctionCollapse
[12:46:19] <SuckyNoob> if it was me doing that I would make one of these https://github.com/libgdx/libgdx-skins/blob/master/skins/testskin/assets/uiskin.json
[12:46:38] <blahblah_> an alternative could be to handle basic html syntax, like <b>, etc, but can't find anything about that
[12:46:51] <SuckyNoob> you can make italics and bold fonts of the same font etc
[12:46:55] <SuckyNoob> and put them in the style sheet
[12:47:00] <SuckyNoob> and then change or call them with code
[12:47:17] <SuckyNoob> I believe, its been a while but im pretty sure that's what I did
[12:47:28] <blahblah_> SuckyNoob: interesting
[12:47:42] <SuckyNoob> I never did it for what you're doing specifically but you can do a lot of stuff with the style sheet, or making something like the uiskin
[12:47:43] <SuckyNoob> sorry
[12:47:51] <SuckyNoob> I dont know if its called stylesheet or skin
[12:47:53] <SuckyNoob> can't remember
[12:49:00] <SuckyNoob> HMS_Reliable no but I'm going to read it later now :D
[12:49:18] <SuckyNoob> probably won't understand half of it but I'll read it anyway
[12:49:26] <blahblah_> also I'm looking for a way to control spacing between two lines of the same label, any clue how to do that?
[12:49:47] <SuckyNoob> um
[12:50:10] <[twisti]> blahblah_: you might want to look into the font, i would expect that to be a font property
[12:50:21] <blahblah_> [twisti]: oh really?
[12:50:48] <blahblah_> mmmm
[12:50:53] <[twisti]> well, i know horizontal spacing between letters is a font property (called 'kearning'), so i would expect vertical spacing to be as well
[12:51:05] <[twisti]> since it depends on how low, say, the y and the g go
[12:51:22] <blahblah_> [twisti]: of course, but in my case there is clearly unused space
[12:51:31] <blahblah_> even for the biggest letters
[12:51:35] <[twisti]> again, that may just be a font setting
[12:51:44] <blahblah_> mmm ok
[12:51:57] <blahblah_> I'll look into that then
[12:52:02] <[twisti]> try changing the font and see if that has any affect on the spacing of the baseline (the invisible line that normal characters 'sit on')
[12:52:25] <[twisti]> if it changes, you know its part of the font, if it stays the same, you know its not
[12:53:48] <[twisti]> divide and conquer, the basic skill of debugging :D
[12:53:51] <SuckyNoob> ya I've never done that before
[12:54:26] <SuckyNoob> I actually am not using libgdx at the moment either its been a while
[12:54:44] <SuckyNoob> especially a while since i've used scene2d and the skinning
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[13:00:34] <SuckyNoob> blahblah_ you want a label with a new line in it?
[13:00:56] <SuckyNoob> or u want more space between the new line
[13:01:40] <grim001> added basic support for rendering overlays. just so that the display of the color histogram wouldn't influence the color histogram.
[13:02:50] <blahblah_> SuckyNoob: I already have newlines in my label (just embed \n), but the spacing between two lines is too big and I would like to reduce it
[13:03:03] <blahblah_> looking at this at the moment: https://www.mobileread.com/forums/showthread.php?t=22374
[13:04:20] <SuckyNoob> hmm there is this
[13:04:21] <SuckyNoob> https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/ui/Label.html#getLineAlign--
[13:04:39] <SuckyNoob> but thats all i see for lines
[13:05:33] <SuckyNoob> If it's just something displaying text then maybe there is something other than label
[13:06:38] <SuckyNoob> or actually like [twisti] was saying, https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/BitmapFont.html
[13:07:14] <SuckyNoob> oops, here https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/BitmapFont.html#getLineHeight-- but again it's just getLineHeight
[13:10:59] <SuckyNoob> I dunno depending on what you're trying to do you could also just make 2 labels and add then to a container or table and space them relative to each other
[13:11:01] <SuckyNoob> as well
[13:11:20] <SuckyNoob> I can't find anything to change line spacing though
[13:11:52] <[twisti]> well, go look at the source of getLineHeight, see where the number comes from
[13:19:01] <SuckyNoob> ah ya I see it now
[13:19:28] <SuckyNoob> I don't have time to go through and see how to set it right now though. I gotta get back to work
[13:19:39] <SuckyNoob> here blahblah_ https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/BitmapFont.java#L736
[13:20:09] <SuckyNoob> not sure right now how u get access to it tho that should get u started tho
[13:22:37] <[twisti]> \(°□°)/
[13:23:26] <bomb> awww what a cute text face [twisti]
[13:24:32] <[twisti]> i only have three irc emotes, fitting my three moods
[13:24:38] <[twisti]> yay, shrug and anger
[13:24:40] <[twisti]> ¯\_(ツ)_/¯
[13:24:46] <[twisti]> and
[13:24:48] <[twisti]> (╯°□°)╯︵ ┻━┻
[13:28:33] <SuckyNoob> haha
[13:28:41] <SuckyNoob> love the anger one
[13:30:09] <bomb> haha that's my favorite too
[13:34:16] <[twisti]> why is it always 601 objects that are missing construction ?
[13:34:21] <[twisti]> ww
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[14:01:25] <blahblah_> SuckyNoob: I guess I'll do what you suggested, handle one line per label
[14:02:04] <SuckyNoob> ya scene2d is pretty flexible you can do alot with it
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[14:27:40] <blahblah_> oh i guess I will be using that instead: https://code.google.com/archive/p/java-html2image
[14:42:58] <HMS_Reliable> https://www.youtube.com/watch?v=H23aTMkrksA&feature=youtu.be
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[16:27:51] <DranikProgrammer> Hi
[16:28:16] <DranikProgrammer> I ve seen some clever trick lately
[16:28:33] <DranikProgrammer> One renders bounding boxes of objects to fbo
[16:28:45] <DranikProgrammer> each one encodes its color to an id
[16:28:58] <DranikProgrammer> And then you just read the pixel
[16:29:25] <DranikProgrammer> The stupid thing is that you check if each box is in the camera bounds anyway when rendering :)
[16:29:47] <DranikProgrammer> btw thinmatrix did it like this
[16:30:38] <isdera> is it OK to call "batch.setShader(..)" mid batch?
[16:31:03] <DranikProgrammer> Yes, you can
[16:31:33] <DranikProgrammer> But it will produce a draw call
[16:31:47] <DranikProgrammer> so all data belonging to the old shader
[16:31:52] <DranikProgrammer> will be send to the gpu
[16:31:55] <isdera> is there another way to do it ?
[16:32:12] <DranikProgrammer> Group your objects by shader
[16:32:21] <DranikProgrammer> 5-10 switches are no problem
[16:32:36] <DranikProgrammer> but I guess more on android will have some impact on the battery at least
[16:34:14] <isdera> thanks! I'll tinker with it. I only have 1 shader up until this point, but I'd like to add another :]
[16:36:22] <DranikProgrammer> What effect/feature are you goint to add ? :)
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[16:41:46] <isdera> I'd like my pause menu to slide open kind of, similar to the gl.scissor feature
[16:42:18] <isdera> gl.scissor doesn't play well with texture atlases though
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[16:51:54] <Tomski> why?
[16:53:46] <isdera> it just doesn't work properly, while scissoring, it will draw the entire Atlas on screen rather than just the textureregion/sprite you're scissoring.
[16:54:25] <Tomski> No it wont
[16:54:43] <Tomski> Scissor is commonly used in scene2d widgets
[16:54:46] <Tomski> It works fine with atlases
[16:56:00] <isdera> well it doesn't work for me. parts of the atlas that are supposed to get cut don't get cut.
[16:56:37] <Tomski> Then you are using it wrong
[16:57:13] <Tomski> It doesnt cut atlases, its a window space effect that determines which rectangle of the window should be drawn to
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[16:59:30] <isdera> i forget exactly what the problem was as it was with my previous project. but all I know is once I switched everything to texture atlases, the scissor didn't work anymore.
[17:05:49] <DranikProgrammer> It was probably just a bug
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[17:33:27] <Tomski> unrelated bug
[17:33:30] <Tomski> scissor dont are
[17:34:13] <isdera> can I set ShaderProgram uniforms mid-batch?
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[17:36:24] <Tomski> no
[17:36:33] <Tomski> Well, you can, but they wont update
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[18:10:27] <isdera> this interpolation class is amazing. it makes it so easy to throw in an animation that looks decent
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[18:20:22] <DranikProgrammer> Yup, I like it too
[18:21:40] <DranikProgrammer> Tomski: Won't the next batch flush just get the last uniform value ?
[18:21:52] <DranikProgrammer> last set*
[18:23:10] <isdera> I set my uniforms before the batch, seems to work fine
[18:23:22] <Tomski> DranikProgrammer: no
[18:26:56] <Tomski> DranikProgrammer: what do you mean by last set?
[18:29:21] <DranikProgrammer> The value of the uniform at the flush's time
[18:30:01] <DranikProgrammer> Doesn't matter, I'll figure it out when ill need it
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[20:39:07] <blahblah_> qui
[20:39:09] <blahblah_> woops
[20:39:18] <blahblah_> bye
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[21:04:38] <TEttinger> HMS_Reliable: yeah WFC has some great output, but also some issues. it isn't guaranteed to ever finish or find a valid tiling for at least the "simple tiled" mode
[21:05:07] <TEttinger> kollapse looks good in kotlin
[21:05:27] <TEttinger> WFC is a pain to port to Java due to the code's high usage of function types in C#
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[21:09:41] <HMS_Reliable> doesn't java have those now
[21:10:55] <TEttinger> not on android very reliably
[21:11:09] <Shockah> Retrolambda works good enough
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[21:11:32] <TEttinger> might do fine I guess
[21:11:46] <TEttinger> I'm always reluctant to add bytecode processing steps
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[21:12:18] <Shockah> the only thing i found Retrolambda to suck at is any combination of generic interfaces and default methods
[21:13:33] <TEttinger> retrolambda won't work with GWT but GWT 2.8.0 has partial support for lambdas
[21:13:47] <TEttinger> 2.8.2 I think adds the necessary types like Predicate
[21:14:06] <Shockah> or you could just use anonymous classes everywhere, heh
[21:14:14] <TEttinger> I tried that yeah
[21:14:17] <Shockah> but that's painful
[21:14:30] <TEttinger> WFC is not an easy algo to understand to begin with
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[21:16:54] <TEttinger> the recent simplifications seem to help a bit in the simple tiled model
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[21:42:53] <EdgyMC_69> Is Scene2D similar to any other UI library?
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   March 28, 2018  
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