Game Development Community

Torque 2D to Mac

by Dave "Jellybit" Freeman · in Torque Game Builder · 03/31/2005 (11:52 am) · 7 replies

How difficult is it to do a port to Mac? Does it require much rewriting if you don't touch the source code? Have any of you guys on a PC platform attempted to port a demo to Mac?

#1
03/31/2005 (1:58 pm)
Yup, I sure have. Had to fix the project, but after that, building it, deleting the DSO and it ran just fine. It was a matter of packaging it up after that.

Did have a problem with the data stored in zips, though, so I had to unpack the game.
#2
03/31/2005 (2:29 pm)
If you don't change C++ code it should just run on a Mac no problem at all. :) Even if you change C++ code, as long as you aren't making platform-specific calls or doing crazy bit math, it should run with no work at all either.

One of the great advantages of T2D and Torque overall is their great multiplatform support. :)
#3
03/31/2005 (2:36 pm)
Josh unless you came to report that the Release is about to be posted.. get back in yer cage :p

David in your case, if you haven't modified any code you on't even have to compile anything on Mac I dont' think. Just download the Mac version of T2D from here, run it once on a Mac with your scrpits to generate the DSOs and you should be golden.
#4
04/07/2005 (10:55 am)
@David Grace: Just curoius, how did you handle patching? If you put all the data into a zip, wouldn't that require replacing the entire zip to patch it?

Is there a general way to handle patching with Torque games?
#5
04/07/2005 (11:03 am)
Good question, Jason. I've wondered the same. I'm not sure an IPS type patcher would work well with zip files.

@David Grace
Also, out of curiosity, what problems did you have with zip files on Mac? Did they not work at all? or was it something more subtle that you didn't see without scrutiny?

@anyone
And, I've never created a build for Mac... Do you have to compile the source on a Mac? Is there a way to create a Mac version on PC?
#6
04/07/2005 (11:29 am)
Wait. Are .dso's platform specific? I don't know why they should be; the Mac version of the engine should be capable of doing any endian-swapping as needed.
#7
04/07/2005 (3:01 pm)
The Linux and Windows DSOs are the same, Mac's are different and require the game to be compiled on a Mac.