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Article archives

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 12:00, 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" | 9 comments in the forums

Building the Dream 1 - Container data structures

Posted by Jeffrey Lee on 12:00, 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

RISC OS - the week in comments; episode 3

Posted by Phil Mellor on 14:30, 18/3/2007 | , , , , , ,
 
We need more demosEach week we hold up a mirror to the people of RISC OS and reflect the current topics of debate.
 
In this, the third exciting installment:
  • Demo versions of software
  • BBC iPlayer protests won't aid RISC OS
  • Another user says goodbye

 
Continue reading "RISC OS - the week in comments; episode 3" | 26 comments in the forums

RISC OS - the week in comments; episode 2

Posted by Phil Mellor on 23:45, 9/3/2007 | , , , , , ,
 
AcornThe latest RISC OS chat brought to you in glorious cut-n-paste-o-vision.
 
In this week's episode:
  • Whatever happened to VA for Mac?
  • Should developers join forces?
  • A7000 puts you on hold
  • Acorn Computers admit their past

 
Continue reading "RISC OS - the week in comments; episode 2" | 2 comments in the forums

RISC OS - the week in comments

Posted by Phil Mellor on 12:00, 3/3/2007 | , , , , , , ,
 
Big BrotherOr: we read the newsgroups so you don't have to.
 
In this new, hopefully regular, column we collate the interesting, informative and funny comments posted on all the RISC OS web sites and newsgroups throughout the week. Our telescreens are everywhere, and we are always listening.
 
 
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Risc PC RAM - CJE, Firefox and others

Posted by Richard Goodwin on 01:00, 23/6/2005 | , , , , , ,
 
CJE senior dogsbody Andrew Conroy emailed with information about a Risc PC RAM deal that also helps the Firefox porting being done by a certain Mr. Naulls. Now, that might seem like slight news to warrant a whole posting to itself; but it got me thinking, and everyone knows that doesn't happen often, so hold the front page.
 
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Musings of a RISC OS Virgin

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Comment: Graham Wootten

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TEK Graphics

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Browser Wars, or How To Stop Fearing Competition and Love The Upgrades

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Column: The Lone Programmer

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Column: The RISC OS Gaming World

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