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Bob and Trev: Resurrection
Bob and Trev: Resurrection
A dystopian Acron roguelike written in 7 days and 32K
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Article archives

ROOL C Tools Get Cheaper

Posted by Chris on 22:06, 3/11/2009 | , ,
 
The ROOL team recently announced that they're no longer registered for VAT, which means the Norcroft C compiler and associated tools are a bit cheaper at GBP50 (plus P&P). ROOL took over the distribution of the suite from CastleInfo last year, who took them over in turn from Acorn.
 
The Norcroft compiler has long been the default option for C programmers on RISC OS. It's only relatively recently that the GNU Compiler Collection (GCC) has provided a genuine alternative. The latter has many advantages, including development drawn from a wider pool of developers and the ability to compile RISC OS programs on fast PC-based hardware. However, at the time of writing, the RISC OS sources are only compilable using Norcroft. It's possible this may change in the future, but for the time being, if you fancy getting involved in the porting efforts, obtaining a copy of the necessary tools just got a bit easier.
 
The ROOL announcement is here. The announcement was publicised on RISC OS Info a couple of days ago.
 
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RISC OS on new hardware

Posted by Chris on 11:53, 28/10/2009 | , , , ,
 
BeagleBoard.org logoFor several years now, the need to get RISC OS running on faster hardware has been pressing. It may not be the platform's worst headache (lack of developers is surely the biggest problem), but the Iyonix and A9 hardware are now well past their prime. Even on release they weren't blisteringly quick, and cheap PCs have now left them far, far behind. Things that are taken for granted on a Windows or Mac OS machine, such as watching video, are simply impossible on current generation RISC OS hardware.
 
 
Continue reading "RISC OS on new hardware" | 30 comments in the forums

RISC OS on OMAP - the future?

Posted by Jeffrey Lee on 11:00, 19/5/2009 | , , , , , , , ,
 
BeagleBoard.org logoAs most of you probably know by now, a few months ago I started work on porting RISC OS Open's RISC OS kernel to TI's OMAP3 platform - a group of SoC's (Systems on a Chip) which use ARM Cortex-A8 cores. To date, OMAP3 SoC's have been confirmed as being used in various products, including the Pandora handheld gaming console, the Touch Book convertible netbook/tablet, and the BeagleBoard development board. For years RISC OS users have been asking for a new portable RISC OS machine, and soon they may find that they have several available.
 
 
Continue reading "RISC OS on OMAP - the future?" | 26 comments in the forums

Video conversion on RISC OS

Posted by Jeffrey Lee on 20:00, 20/12/2008 | , , , , ,
 
A while ago you may remember that I wrote an article about video conversion for RISC OS, and near the end raised the topic of video conversion on RISC OS using a port of ffmpeg. Although the version of ffmpeg I originally tried on RISC OS was old and broken, Christopher Martin obviously thinks there's some merit to this approach, as he has recently produced !FFmpeg, a working port of ffmpeg for RISC OS.
 
Once more in the interests of SCIENCE, I threw a few test videos at !FFmpeg and measured its performance against that of a similar version of ffmpeg running on my Windows PC.


 
Continue reading "Video conversion on RISC OS" | 1 comment in the forums

Building the Dream 4 - Random city basics

Posted by Jeffrey Lee on 12:00, 28/11/2008 | , , , ,
 
As stated in the last article, this time I'll be looking at what went into the MK I map generator for my eternally work-in-progress game, DeathDawn.
 
Specifically, I'll be looking at the implementation and evolution of the following components of the generator:
  • City block placement. This is arguably the most important stage as it defines the overall layout of the city.
  • Edge and node linking. A housekeeping stage that prepares the data structures for the road weighting stage.
  • Road weighting. A city with roads which all have the same number of lanes isn't very realistic, so this stage uses an algorithm to determine the number of lanes each road should have.
  • Road and building painting. With the city structure generated, all that's left is to translate it into the format used by the engine during actual gameplay.

 
Continue reading "Building the Dream 4 - Random city basics" | Comment in the forums

Building the Dream 3 - Random map generators, redux

Posted by Jeffrey Lee on 11:00, 23/8/2008 | , , , ,
 
After writing my first article about random map generators, I said I was going to write a city generator. Well now I have, and I'm here to tell you about it over the course of the next few Building the Dream articles.

Blow your own trumpet much?

Although this article could just be dismissed as me blowing my own trumpet, I'm hoping that it will serve a somewhat more useful purpose. Before, during, and after working on the map generator I've searched the Internet for examples of similar generators and failed to find any. Sure, there are odd bits and pieces - descriptions of simpler generators that have given me ideas on some techniques to use, or screenshots of sexy work-in-progress realtime generators, but no actual algorithms or code samples from generators that come close to the required complexity of my generator.
 
So hopefully this article will become a useful reference point for anyone else wanting to undertake the task of writing a city generator, whether they're targeting a grid-based world representation like mine or a vector-based one.
 
Apart from discussing the algorithms used in the generator (and why they're used) I'll also talk about the data structures that are used - so even if you're not interested in random map generators you should be able to find plenty of examples of uses for the data structures covered in the first Building the Dream article, as requested quite some time ago.
 
 

Continue reading "Building the Dream 3 - Random map generators, redux" | 1 comment in the forums

Building the Dream 2 - The RISC OS Sound System

Posted by Jeffrey Lee on 12:00, 17/3/2008 | , , ,
 
A bit later than I was hoping, but nevertheless it's now time for Building the Dream 2. This time I'll be looking at the RISC OS sound system - everything from the terminology used, to what makes a sound, how the RISC OS sound system works, and how you can write your own sample player.
 
 
Continue reading "Building the Dream 2 - The RISC OS Sound System" | 3 comments in the forums

Building the Dream 1 - Container data structures

Posted by Jeffrey Lee on 11:00, 15/7/2007 | , ,
 
Hello and welcome to the Building the Dream, a new series of (regular!) articles at The Icon Bar in which I will be educating you in how to turn your programming dreams into reality. First off, let's get one thing clear - this isn't a beginner's course to programming, or a tutorial in a specific language. Instead it's the place to go once you've finished your programming tutorial and are wondering what to do next. If you have an idea for a program, but are confused about how to implement it, then this is the series for you, as I'll be covering everything from data structures and program design through to project management, optimisation, how to make sure your programs maintain the RISC OS look and feel, and even provide case studies of how certain well-known programs do their stuff.
 
Continue reading "Building the Dream 1 - Container data structures" | 8 comments in the forums

SDL port of Asylum released

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An arbitrary number of possibly influential RISC OS things

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The programmer hierarchy

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Bob and Trev: Resurrection: Just in time

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Monster AI

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Combat

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