Search found 525 matches
- Wed Jun 12, 2013 7:54 am
- Forum: Project Announcements
- Topic: Traffic Simulator
- Replies: 1
- Views: 1976
Traffic Simulator
As part of a machine learning assignment (building a reinforcement learner for traffic lights) I had to build a traffic simulator and I wanted to make it easy to build new traffic situations and visualise how efficient the learner was at minimizing the total waiting time of cars. I decided I would u...
- Mon Jun 10, 2013 12:18 pm
- Forum: Bug reports
- Topic: Loading Meshes: Assertion `!(index>=used)' failed
- Replies: 7
- Views: 1674
Re: Loading Meshes: Assertion `!(index>=used)' failed
It actually has enough for 50. This is why I posted this here, also please read the type that the compiler is complaining. It isn't the type m_car holds..
- Sun Jun 09, 2013 4:15 pm
- Forum: Bug reports
- Topic: Loading Meshes: Assertion `!(index>=used)' failed
- Replies: 7
- Views: 1674
Loading Meshes: Assertion `!(index>=used)' failed
../../include/irrArray.h:308: T& irr::core::array<T, TAlloc>::operator[](irr::u32) [with T = irr::core::vector3d<float>, TAlloc = irr::core::irrAllocator<irr::core::vector3d<float> >, irr::u32 = unsigned int]: Assertion `!(index>=used)' failed. I am getting the above runtime error, causing a ...
- Fri Nov 23, 2012 2:44 am
- Forum: Bug reports
- Topic: CIrrDeviceStub.cpp Compilation Failure in Trunk
- Replies: 1
- Views: 631
CIrrDeviceStub.cpp Compilation Failure in Trunk
Compiling trunk this afternoon I came across the following compilation error: (I am posting here because it breaks trunk) g++ -Wall -pipe -fno-exceptions -fno-rtti -fstrict-aliasing -g -D_DEBUG -I../../include -Izlib -Ijpeglib -Ilibpng -I/usr/X11R6/include -DIRRLICHT_EXPORTS=1 -c -o CIrrDeviceStu...
- Wed Sep 28, 2011 2:52 am
- Forum: Beginners Help
- Topic: irrTypes.h not standard compilant.
- Replies: 1
- Views: 201
irrTypes.h not standard compilant.
The current irrTypes.h defines s32 to be the following: typedef signed int s32; (on non windows systems) It is totally valid for a signed int to be 16 bits. In fact its range is specified in minimum range: signed int: -32767 to 32767 which is the same as a signed short. Generally this is not the cas...
- Fri Sep 02, 2011 1:23 pm
- Forum: Beginners Help
- Topic: max 65536 indices
- Replies: 6
- Views: 761
Re: max 65536 indices
0 - 65535 is the range of a GL_UNSIGNED_SHORT which can be used to retain the indices of exactly 65536 vertices. So you have 2 bytes to work with which is plenty for a lot of things. It is totally valid to have more if you need them as hybrid mentioned.
- Tue Aug 09, 2011 4:44 am
- Forum: Off-topic
- Topic: Irrlicht Forum RSS - Now With More Magic
- Replies: 6
- Views: 1392
Re: Irrlicht Forum RSS - Now With More Magic
Certainly PHPBB3 has inbuilt atom support. I wrote this script a while back just thought it would be something useful to have around in case people wanted to build additional services ontop of the forum instead having to manually scrape the pages themselves. I update it every 15 minutes to be polite...
- Mon Aug 08, 2011 4:37 pm
- Forum: Off-topic
- Topic: Irrlicht Forum RSS - Now With More Magic
- Replies: 6
- Views: 1392
Irrlicht Forum RSS - Now With More Magic
I was getting sick of the Irrlicht forum RSS not existing so now you have: http://uberwolf.com/services/irrlicht/rss/ it has all the current topics and updates often enough to be of some use. If you like it leave a comment if you want me to add any features to the system please leave a comment below...
- Thu Dec 09, 2010 10:01 am
- Forum: Beginners Help
- Topic: Help me to understand: Creating a map
- Replies: 6
- Views: 776
Can you tell me any good tutorials around the web? I've tried freeworld3d, irrEdit, GTKRadiant but iam too confused Developing a world in 3d games generally relates to a process of first creating the models you wish to have within the scene and their respective textures (images) and then stitching ...
- Wed Jul 07, 2010 2:30 pm
- Forum: Project Announcements
- Topic: 9084 - Red Robot Inc.
- Replies: 20
- Views: 6304
- Wed Jul 07, 2010 2:08 pm
- Forum: Game Programming
- Topic: Unit Testing In Video Games
- Replies: 0
- Views: 2305
Unit Testing In Video Games
Sourced: http://bwright.uberwolf.com/2010/07/07/unit-testing-in-video-games/ Unit testing is an “agile” or “extreme” programming methodology which has a lot of beneficial side effects for medium to large scale systems. For example when you modify a file in a 10(0*) thousand line code base what level...
- Wed Jul 07, 2010 1:42 am
- Forum: Off-topic
- Topic: NTEngine and A Puzzle Game
- Replies: 3
- Views: 836
- Tue Jul 06, 2010 9:55 am
- Forum: Off-topic
- Topic: NTEngine and A Puzzle Game
- Replies: 3
- Views: 836
- Wed Jun 30, 2010 8:22 am
- Forum: Beginners Help
- Topic: ActiveCamera->render(); excute twice?
- Replies: 2
- Views: 390
If ActiveCamera is an element in CameraList then I would assume that is getting rendered twice for no reason however I am not exactly sure whether: OnRegisterSceneNode(); if(LightManager) LightManager->OnPreRender(LightList); //render camera scenes { CurrentRendertime = ESNRP_CAMERA; Driver->getOver...
- Sun Jun 27, 2010 3:13 pm
- Forum: Off-topic
- Topic: NTEngine and A Puzzle Game
- Replies: 3
- Views: 836
NTEngine and A Puzzle Game
Hello I believe I originally joined the irrlicht community when I was about 13 years of age and I am sure some of you remember me for my horrible posts (this is probably my most notable noobie post http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=24119&highlight=glade ). I have changed a l...