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 on: 2015-01-30 14:40:50 
Started by Andre Lopes - Last post by Roquen
Meh...if you don't want good 3D accel...just do virtual box.  Feature wise it's better than a real install.

 on: 2015-01-30 14:37:51 
Started by Andre Lopes - Last post by CodeHead
Hm, looks like I may have grabbed a different version of the lib. The CMakeLists.txt posted on the paste bin is different from the copy that I had here. Either way, ziozio is correct. Cmake is appending values to the flags variable, so adding the line before the # CCACHE section would probably be an optimal placement.

Since I'm assuming you're doing some *nix based programming, I'll pose this thought. Have you considered creating a live CD/USB with a base version of Linux and the development tool chain? It's not guaranteed to keep issues like this from happening, but it does provide a slightly more reliable environment.

 on: 2015-01-30 14:08:31 
Started by Ed_RockStarGuy - Last post by Roquen
quick hack example:  change sampling from '2' to '1'

 on: 2015-01-30 13:30:41 
Started by OmiCroh - Last post by OmiCroh
Hi ! I'm making a turn-based game with Libgdx.

I'm trying to create a fog of war for battles by adding a mask on the map and a maplight on each cell in the fight zone.

To do this I have to superimpose lights, but I can't.

The result in game :

The java render code :

//draw the light to the FBO

float lightSize = lightOscillate? (4.75f + 0.25f * (float)Math.sin(zAngle) + .2f*MathUtils.random()):5.0f;
//Draw light 1
batch.draw(light, 0, 0, lightSize, lightSize);

//Draw light 2
batch.draw(light, 2, 2, lightSize, lightSize);


//draw the actual scene;
fbo.getColorBufferTexture().bind(1); //this is important! bind the FBO to the 2nd texture unit
light.bind(0); //we force the binding of a texture on first texture unit to avoid artefacts
            //this is because our default and ambiant shader dont use multi texturing...
            //youc can basically bind anything, it doesnt matter
tilemap.render(batch, dt);

The fragment shader code :

varying LOWP vec4 vColor;
varying vec2 vTexCoord;

//texture samplers
uniform sampler2D u_texture; //diffuse map
uniform sampler2D u_lightmap;   //light map

//additional parameters for the shader
uniform vec2 resolution; //resolution of screen
uniform LOWP vec4 ambientColor; //ambient RGB, alpha channel is intensity

void main() {
   vec4 diffuseColor = texture2D(u_texture, vTexCoord);
   vec2 lighCoord = gl_FragCoord.xy / resolution.xy;
   vec4 light = texture2D(u_lightmap, lighCoord);
   vec3 ambient = ambientColor.rgb * ambientColor.a;
   vec3 intensity = ambient + light.rgb;
    vec3 finalColor = diffuseColor.rgb * intensity;
   gl_FragColor = vColor * light; //vec4(finalColor, diffuseColor.a);

Thanks in advance for any help.

 on: 2015-01-30 13:14:19 
Started by lcass - Last post by princec
Plenty of stuff in any of those jobs that doesn't require brute force... anyway, digressing.

Anecdote time. My nephews (3 boys) are all of course completely mesmerised by Minecraft. I've tried to see if I can get any of them interested in programming ("Wouldn't you like to figure out how do make your own game?"). Not even a blip of interest from the younger two; the eldest one (16 now) tried for a few weeks and got bored. Same deal with my neighbour's two boys. Absolutely no interest in learning how to do it. I actually asked that very question - "Aren't you even interested?" and the answer that came back immediately was a simple, "Nope." Not even a glimmer.

Strangely my 6yr old daughter is super keen since I showed her Turtle Academy (as a direct result of reading this very thread). Which is awesome. It's now her go-to activity to get out of bed time and of course I find it kinda hard to refuse her...

Cas Smiley

 on: 2015-01-30 13:09:36 
Started by lcass - Last post by matheus23
...and I hate to trot out this old joke but, "Fire service crews, road diggers and coal miners all seem to have the right number of women working in those professions" (dons flameproof pants)

The Jobs in that joke are all dependent on the physical strength of the empolyed.

Programming does not need muscle strength. It's about the brain, and the intelligence difference between men and women is much smaller (=0?) and not so much gene-dependent as muscle strength.

 on: 2015-01-30 12:59:59 
Started by Andre Lopes - Last post by Roquen
Bottom line:  don't worry about it if doing it works. 

It's an ugly hack because it's an automatically defined macro by the compiler depending on the passed in command line parameters:

 on: 2015-01-30 12:22:22 
Started by lcass - Last post by richierich
Slightly late to this thread but it reminds me of my nephews when they were young. They did IT at school like everybody else but it had minimal programming content, making a Powerpoint presentation was the only homework I saw them do, and they weren't bothered it wasn't any harder. Anyway now they're in their 20's they have zero interest in programming at all, it just doesn't feature in their lives - they were right about that! Neither works using a computer but of course they both have phones and use loads of apps. FWIW they're not dumb - kind of smart but not particularly, just normal people. I think they're probably typical.

Maybe it's a bit like being a car mechanic 50 years ago - everyone liked driving cars but most people had no interest or need to fix the engine. Even less build a new one from scratch.

The only interest those kids ever showed in having a go at programming was when I said we could write a bot to cheat for them on WoW or Runescape! They were playing a lot of those back then Smiley Never did that but for a long time I had ideas for a game where the player actually had to write bits of increasingly difficult code to progress. It has been tried sometimes (Robocode springs to mind and Code Hero was a more big budget attempt) but I haven't seen a really good one striking the sweet spot of moving the player through a structured teaching process without it seeming to be teaching. Hmm, what was that Double Fine one last year - HacknSlash? Haven't played that but it looked quite promising...I'm a bit out of touch TBH Cheesy

 on: 2015-01-30 12:13:49 
Started by lcass - Last post by TifantaWorld
I'm probably being too abrasive, but this isn't anecdotal. Half the kids at school just aren't that bright and they just don't even really need to be.

You don't need to be all that bright to program, though. That's the larger point I'm trying to make. Programmers, of course, enjoy making it sound like what they do is wizardry, but it really isn't.

As for why there aren't many women programming... beats me. It's seriously not as if they are actively or even passively discouraged.

Maybe that's how it is in the UK, but certainly not in the US. There is no good reason why there aren't more women in STEM fields other than that they are enculturated to avoid "male" things like that. And most of the people currently in STEM fields don't do a great job of making women (or minorities) feel welcome when they do enter into those types of jobs. The misogyny of Silicon Valley is pretty well-known at this point. Just one portion of the industry, but a high-profile one, and I think fairly representative of the whole.

 on: 2015-01-30 11:41:01 
Started by Uaimedna - Last post by TheBoneJarmer

I'm so sorry for not responding sooner! December and January have been terrible busy months for me and it is now that I actually took some time to log in on this website. I tested it out again, the font size is better but it is still very thin. I suggest not to take thin fonts anymore. They look fancy and very attractive for sci-fi games but on smaller devices they can lose pixels, no matter what font you use. I do not know if there is an option to setup different fonts for different resolutions in Java, but perhaps something to take a look at. It is unfortunately something I encounter quite a lot with games which is a shame.

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