If I'm not mistaken, this is the same dev board that's been for sale from the manufacturer (sifive) for months and months [1]. Is the only news here that the board is now in stock at spark fun?
> If I'm not mistaken, this is the same dev board that's been for sale from the manufacturer (sifive) for months and months.
Yes, this seems to be the case. The layout is only very slightly different than the HiFive1, most of the major components are in the same locations.
I was thinking about buying one of these and porting Tock OS [1] (written in Rust) onto it for a fun personal project. There's been a surprising amount of work already in the embedded Rust space, and I believe the compiler support for RISC-V is already sufficient.
I happen to have a hifive1 board laying around. If you get to the point where you share your results (whether you're looking for collaborators or not), could you follow up with a link here? I'd love to try it out (alpha/beta versions are welcome).
Sure will. Though I'm super awesome at coming up with personal project ideas, and significantly less awesome at finishing them.
I'm also working again on a space naval battle RTS game, which is entirely command-line driven. Written in Rust, using an unfamiliar game engine, because I can't make things easy for myself. :-)
I'm currently looking at Amethyst (1), because it integrates an entity component system.
The game is inspired by the Honor Harrington series of novels by David Weber.(2) The ships in that universe can accelerate at 500g or more, so they can scoot across a solar system in a reasonable amount of time (hours), but need to accelerate/deaccelerate the entire time to do that. Consequently, course selection and manuvering are significant decisions that can decide the outcome before the fleets even engage in combat.
The individual units are intended to be as smart as possible, keeping proper spacing, following the rules of engagement, and such. You, the fleet commander, will be issuing orders much like a modern naval commander would. And I will be appropriating as much of the lingo as makes sense. "Set course 126 mark 31", "engage at maximum range", "target group baker-3".
The game itself won't try to accurately represent the actual size of a typical solar system, but instead have everything scaled to that scenarios can play out in half an hour or so. I may also scale up the size of planets considerably, to provide obstacles.
Initial plan is for a 2-D game with fairly simple tactical and strategic views. But 3-D with a Homeworld style interface would be cool.
Please please let us know when you have a need for testers. I'm literally (like, have it up on my ereader next to me right now) reading through Honor Of The Queen.
[1] https://www.sifive.com/boards/hifive1