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Torque in OS X Leopard
Torque in OS X Leopard
| Name: | Jonathan Toolan | |
|---|---|---|
| Date Posted: | Jan 09, 2008 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Jonathan Toolan |
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I upgraded to Leopard last week, and of course the Torque Game Engine version that I have (10.5.2) hasn't been tested in that (to my uncertain knowledge).
Most notable change seems to be that the SDK for 10.3 in /Developer/SDKs/ is missing.
I probably should have attempted to compile the engine at least once before I upgraded to Leopard, but the truth is that I had no real need to. I am a newbie, and I haven't even got my head completely around the client-server architecture. I understand the concept of client-server, just not how Torque implements it. It will no doubt be simple, with some scripts run on the "server-side" and some on "client-side", and I am aware that on a single player game the danger exists of putting server-side information into a client-side script and then being unable to make your game multi-player. But I digress.
I set the SDK to be the new 10.5 one, but the compile (of 900+ objects) fails with a single error, wondering what this pesky "utime" function is.
I shall investigate further tonight, and no doubt fixing that one error will reveal a few hidden underneath it, but it looks promising so far.
Most notable change seems to be that the SDK for 10.3 in /Developer/SDKs/ is missing.
I probably should have attempted to compile the engine at least once before I upgraded to Leopard, but the truth is that I had no real need to. I am a newbie, and I haven't even got my head completely around the client-server architecture. I understand the concept of client-server, just not how Torque implements it. It will no doubt be simple, with some scripts run on the "server-side" and some on "client-side", and I am aware that on a single player game the danger exists of putting server-side information into a client-side script and then being unable to make your game multi-player. But I digress.
I set the SDK to be the new 10.5 one, but the compile (of 900+ objects) fails with a single error, wondering what this pesky "utime" function is.
I shall investigate further tonight, and no doubt fixing that one error will reveal a few hidden underneath it, but it looks promising so far.
Recent Blog Posts
| List: | 01/21/08 - First Try at Blender 01/09/08 - Torque in OS X Leopard |
|---|
Submit your own resources!| Martin Schultz (Jan 09, 2008 at 13:25 GMT) |
I wrote a how-to in this thread.
| Gary "ChunkyKs" Briggs (Jan 09, 2008 at 18:49 GMT) |
Gary (-;
| Jonathan Toolan (Jan 09, 2008 at 20:59 GMT) |
I had to choose /Developer rather than /Developer/SDKs for the install location of the 10.3.9 package, but after installing that and gcc 3.3 it compiled successfully, but with four warnings:
warning: no rule to process file '$(PROJECT_DIR)/../engine/math/mMath_ASM.asm' of type sourcecode.nasm for architecture ppc
(same warning for mMathAMD_ASM.asm, mMathSSE_ASM.asm and blender_asm.asm)
I've done C and C++ and Cocoa coding before, but no assembler. Has anyone else had this problem? And if so, how did they get round it?
I did a search online, but it seemed to suggest that nasm files were only appropriate for Intel boxes. Presumably the code in them is also available in C for those of us with PPC machines.
Any thoughts anyone has would be greatly appreciated.
Jonathan
| Alex Scarborough (Jan 11, 2008 at 01:47 GMT) |
| Jonathan Toolan (Jan 11, 2008 at 09:21 GMT) |
Jonathan
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