Game Development Community

Torque in OS X Leopard

by Jonathan Toolan · 01/09/2008 (10:14 am) · 5 comments

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.

About the author

Recent Blogs

• First Try at Blender

#1
01/09/2008 (1:25 pm)
Don't worry, I had that issue too with the SDK. Put in your Leo DVD and there is somewhere a package with the 10.3.9 SDK version. Just double click that and don't change the default location, then it will install proper parallel to all the other SDKs and your compile will work.

I wrote a how-to in this thread.
#2
01/09/2008 (6:49 pm)
IIRC, you can run the XCode install again, and go into "more options" or something. It's a button in a nonintuitive spot on the bottom left of the screen that my eyes basically skip over, and you can select the 10.3 compatability SDK [also CHUD and a few other optional bits & bobs] in there.

Gary (-;
#3
01/09/2008 (8:59 pm)
Thanks for the helpful hints, Martin. :-)

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
#4
01/11/2008 (1:47 am)
The warnings just mean that it didn't know how to compile the ASM files for ppc, so it didn't. This is perfectly normal and there won't be any issues with running Torque.
#5
01/11/2008 (9:21 am)
Thanks Alex, I was just concerned that there was functionality missing, but it's nice to know there isn't.

Jonathan