[14:01] <justCarakas> no video ?
[14:01] <boxtropica> Just give it a few minutes, I'm sure...
[14:01] <justCarakas> k
[14:01] <Elleo> justCarakas: hasn't started quite yet
[14:04] <Elleo> 22
[14:04] <boxtropica> ?ir
[14:04] <boxtropica> *?
[14:04] <Elleo> typo :P
[14:07] <kenvandine> waiting for someone to put it live
[14:08] <boxtropica> Starting soon...
[14:11] <justCarakas> its live
[14:12] <boxtropica> Huzzah!
[14:20] <justCarakas> I like pathwind btw :)
[14:27] <justCarakas> QUESTION: so Bacon 2D does all the path for you for the phisics ?
[14:30] <rickspencer3> that is really cool
[14:30] <justCarakas> woops should be math :p
[14:31] <rickspencer3> QUESTION: Any thoughts about AI? Like making it easy to program enemies?
[14:31] <justCarakas> awesome
[14:33] <rickspencer3> QUESTION: I've found it hard to write things like telling an enemy how to walk around obstacles and stuff
[14:33] <rickspencer3> is that part of the of the library you were just talking about?
[14:34] <justCarakas> that editor is awesome :D
[14:35] <rickspencer3> that is sooo cool
[14:37] <justCarakas> QUESTION: can you add new components in the editor and set their behaviour and stuff ?
[14:37] <swordfish> This is all extremely cool!
[14:38] <justCarakas> QUESTION: can you reload a game to edit it afterwards ?
[14:38] <boxtropica> QUESTION: Forgive me- I'm rather imbecilic- but when I 'make' Bacon2D I always get a "fatal error: box2dbody.h: No such file or directory; #include 'box2dbody.h'"...
[14:39] <kenvandine> boxtropica, it uses some submodules
[14:39] <boxtropica> Ah, yes. Sorry about that.
[14:40] <Arpegius> QUESTION: What about performance of scene? I make a quick look inside the code, are all entities drawn as QQuickPaintedItem? Isn't creating a buffer for each entity?
[14:40] <swordfish> QUESTION: What about support for other platforms such as Android and iOS? It would be really awesome to use this engine everywhere...
[14:40] <rickspencer3> nice
[14:41] <rickspencer3> thanks kenvandine
[14:41] <rodrigo_golive2> git submodule update --init
[14:44] <rodrigo_golive2> yuo, it will be better soon ;)
[14:44] <rodrigo_golive2> s/yuo/yup
[14:44] <swordfish> This is really great! Thank you...
[14:46] <Arpegius> QUESTION: What you thing about using bare OpenGL polygons?  QQuickItems ave it but is hard to use. Maybe some QML layer for that?
[14:46] <ali1234> QUESTION: what if I want to make 3D games?
[14:46] <rickspencer3> QUESTION: Can I quite my job and write games for Ubuntu Touch full time?
[14:47] <justCarakas> demo would be nice
[14:47] <mrbrownstone3g> QUESTION:  Will it ever be possible  to create an NDR type framework for games
[14:47] <justCarakas> QUESTION is the code for the examples available somewhere ?
[14:49] <mrbrownstone3g> i have a link to micheals hall post if anyone wants to read about what NDR is
[14:50] <popey> Elleo: could you provide a few lines summary of what happened in your game dev session for the wrap up for me?
[14:51] <Arpegius> QUESTION: How about GLSL shaders?
[14:52] <rickspencer3> rats
[14:52] <mrbrownstone3g> http://mhall119.com/2014/04/make-android-apps-human-with-ndr/
[14:52] <rodrigo_golive2> Arpegius: what do you mean about opengl polygons? primitives?
[14:52] <Arpegius> yes
[14:54] <rickspencer3> o/
[14:54] <rodrigo_golive2> Arpegius: right now you can use QML to create simple polygons, but it can be suggested to be implemented some basic primitives on it too
[14:54] <boxtropica> Thank you!
[14:54] <kenvandine> i defer all the drawing related stuff to rodrigo_golive2 :)
[14:55] <swordfish> Arpegius, GLSL shaders are easy to use in QT5, so they should work fine with this engine...
[14:55] <rodrigo_golive2> kenvandine: ha!
[14:55] <Arpegius> Yea, I know. But you have to make a  framebuffer when you use a Canvas.
[14:55] <Arpegius> QtQuick have a very nice caching of raw primitives buffers. It's extreamly fast.
[14:56] <Arpegius> But constructing it with nodes gives a pain.
[14:57] <Arpegius> I make a test https://github.com/ArpegiusWhooves/Qt5.2TestsDrawingLine
[14:58] <swordfish> Arpegius, That's interesting I've never explored that deeply...
[14:58] <kenvandine> one thing i forgot to mention... i'm not ready to promise API stability in Bacon2D :)
[14:58] <Arpegius> About 50+ Canvas gives problems on my Nexus7
[14:58] <kenvandine> but hopefully we'll be able to commit to an API soon
[14:58] <kenvandine> i tried to make any API breaks needed before today's session :)
[14:58] <Elleo> and I'm not ready to promise any sort of stability in the editor :P
[14:58] <kenvandine> haha
[14:59] <kenvandine> POC man!
[14:59] <Elleo> heh
[14:59] <rodrigo_golive2> eahiuheia
[15:01] <Arpegius> But with QtQuickItems that use custom GSNodes, you can get 1000+ Lines.
[15:05] <kenvandine> popey, can you give me edit perms on the summary doc?
[15:11] <Arpegius> Well nice presentation of a nice framework, bye everyone.