Game Development Community

Trying to figure out Xcode

by Emmett O'Brian · in Torque Game Engine · 01/08/2004 (11:23 pm) · 27 replies

I'm brand spanking new to Xcode so if there's anybody that can answer these questions for me.

1. What kind of project is best for buiilding Torque
2. The .app files in Torque are not considered valid, Should I use one generated by the project? Should I even be using projects?
3. I am getting thousands of errors when trying to complile. Mostly things like include failures for audio.h when the file is really there. Anyone have an idea why?

Sorry I'm such a mopis, I've been hearing that some people are really not happy with Xcode but for pretty stupid reasons. Right now I'd be happy if I could build Torque. Pease lend a sleep deprived newbie a hand.

edit: I'm attempting to use Xcode 1.1

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#1
01/15/2004 (9:10 am)
YOU ARE A NEWB!!!

How to compile under XCODE:
After CVSing torque, open the project file found in torque/pb/something_2.1.pbproj

Open it - which involves double-clicking on the icon. To double click press down on the mouse twice. That's two times. Two is one more than one and two more than zero.

Now, open Applications/Utilities/terminal.app
type: ranlib /cvsroot/torque/lib/vorbis/macosx/libogg.a
press enter
now type
ranlib /cvsroot/torque/lib/vorbis/macosx/libvorbis.a
press enter

open the project file and hit the big COMPILE BUTTON
#2
01/15/2004 (9:39 pm)
Okay . . . Yes sir I am a newbie to torque and Xcode. I had since figured out the Project Builder file works with Xcode. Since I've spent the last few years working on Sun Solaris E450s I haven't been monitoring mac development tools. I find your post insulting and uncalled for. FYI in all likelihood I was writing Basic when you were in dipers and FoxPro when you finnally found out there was a thing called a PC long before The internet, long before there were IDEs or visual anything. You use a mac? That's nice what was your first mac? Mine was a Mac Plus so I've been double clicking just about as long as anybody. However I also know my place I don't hesitate to ask a question when it needs asking.

So mister NA, your profile is a bit sparse, but one thing I did notice is that you're a Newb too. Well let me tell you, it shows.

Oh in all my years of using macs, I also learned to recognise a fool. Looks like I just found one.
#3
01/16/2004 (2:53 am)
NA There was no need for a response like that.
#4
01/16/2004 (7:38 pm)
I would like to apologize about the previous post - I had cookies enabled on Safari - so my brother logged in and started messing with more than just my Torque accont (Aim, email... )
#5
01/18/2004 (4:38 am)
Well then, I accept you apology and apologize. That first post was quite offensive.
#6
04/18/2004 (2:50 am)
So, yeah. All flames aside, can anyone answer this question?

For instance, if we want to start a new torque Project, can someone point us in the right direction?

If there's a manual about it, can someone point us all to that.

If there's no manual to it, can someone point me in the right direction to figuring out what to put in the manual so I can write it?

TIA

Gallo~
#7
04/18/2004 (2:55 am)
NEWB is nothing wrong, you shouldn't take that personal.
Everybody was a NEWB at some point.

Emmet: Have you checked the Xcode documentation?
I wild guess to question 2 would be that you haven't included all the correct files..

OpenAL maybe needs to be included?
Oh wait, you can't open the default workspace from VC6 in Xcode right? Then that's where your problem probably lies.. all the settings and includes are not there when you start from fresh.
#8
04/18/2004 (4:33 am)
Quote:Then that's where your problem probably lies.. all the settings and includes are not there when you start from fresh.

Ok. Thanks for that info Stefan. I wonder now, if there's a way to get a preset file that we can all use as a starting point?

A manual to get everything set up right. Not of the default demo game example that comes with the cvs checkout, but absolutely bare bones.

Any help at all to get the mac devs started on all this easily would be appreciated.
#9
04/18/2004 (4:51 am)
I don't think there is a standard project file that all the compilers/linkers recognize as their own. VC6 for instance, uses .dsw I think.. and most of the others won't be able to open that.

I think Josh is going to update the manuals soon, and add some Xcode tutorials, whatever you might call it :)

Check out the manual section, I'm not sure.
#10
04/18/2004 (7:38 am)
You can use the pbproj file in the pb (project builder) folder. It works fine it xcode. When you double-click it, it will want to open in project builder, so either open it within xcode or use right-click: open with...
#11
04/18/2004 (12:31 pm)
Quote:You can use the pbproj file in the pb (project builder) folder. It works fine it xcode. When you double-click it, it will want to open in project builder, so either open it within xcode or use right-click: open with...

I think we got that part man. What we're looking for is a place to start a new project, NOT with the example code.

Or, might other folks recommend this as a starting point?
#12
04/19/2004 (11:09 am)
Emmett,

I'm also a newbie with Torque and not much far from that using Xcode.

The project contained in the CVS did compile OK with no need for the ranlib stuff.

Documentation for Mac is VERY HARD to find. What I keep doing is to bookmark every page that has something of interesting. I also miss the fact that there is NO ( or at least I was unable to find it ) tutorial that teaches you how to make a game from scratch.

Some links I really recomend are :

http://www.garagegames.com/docs/torque/general/
http://www.gnometech.com/lwdtsdownload.shtml
http://www.codesampler.com/torque.htm

I took the time and printed the whole stuff ( over 500 pages ).

HTH

Please feel free to email me in PVT

Best Regards

Bruno
#13
04/19/2004 (12:44 pm)
Quote:What we're looking for is a place to start a new project, NOT with the example code.

The example game exists entirely in script. You could just compile your executable into an empty folder and start building a main.cs file from there if you wanted to start truly from scratch.

The MinApp tutorials might be quite useful to you. They should work just fine on mac, just place the Torque .app file in the directory with the script files provided in the tutorial.

www.garagegames.com/index.php?sec=mg&mod=resource&page=result&qtm=MinApp
#14
04/20/2004 (9:29 am)
Thank you for your responses, I did eventually find a doc on project builder that showed me what I was doing wrong. I never used project builder before and hadn't considered that it is one rev below xcode. An obvious mistake in hindsight.

Thank you for the replies.
#15
04/20/2004 (9:35 am)
I've been tinkering a bit Mark and I've found that nearly everything that the demo does is in the scripts. If you remove the script folders you have a blank slate. However I've been modifying the demos into a brand new game so I have a frame of referance as to how the scripting actually works.

Tweak tweak here tweak tweak there, a couple of la de daa's thats the way we pass the day in the merry old land of Torque!

Heres the doc that told me what I was missing.

http://www.garagegames.com/docs/torque.sdk/gstarted/compilers.mac.html
#16
04/23/2004 (3:56 pm)
I'm having real problems with libogg.a and livorbis.a

I've CVS'ed the torque files; i've opened the pbproj; build goes ok up to lining these files and fails with "bad magic number (not a mach-0 file)"

Tried ranlib for both files but this fails with the message "libogg.a is not an archive"

Any ideas?

Thanx in advance
#17
04/23/2004 (4:52 pm)
Michael, what OpenAL drivers are you using?

Edit:

I misread your post at first. This is a problem we are experiencing in the office as well.

Unfortunately, I didn't have time today to address this issue. I'm a total Mac-newb, but I'm trying to help out with Mac problems now. This may well be something trivial and easy to fix that I'm just not familiar with. I will let Mark know about it, and hopefully we can get it going first thing on Monday.

Thanks for your patience.
#18
04/24/2004 (12:20 am)
Well I downloaded the OpenAL installer from the "Creative" site - which were labelled as the latest drivers so I hope I have them.

Still, thank you for the quick reply - I'll wait on developments

BTW my main interest is in shaders and texturing - ('hobbyist 3d'er') - any plans to use Cg or OGLSL?
#19
04/24/2004 (12:58 am)
Quote:BTW my main interest is in shaders and texturing - ('hobbyist 3d'er') - any plans to use Cg or OGLSL?

Certainly, check out the information on the forthcoming Torque Shader Engine. It will end up supporting shaders across platforms (not right away, but fairly soon).
#20
04/24/2004 (3:21 pm)
Thats good news ...
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