Game Development Community

Apple switching to Intel

by Mike Jarosch · in General Discussion · 06/06/2005 (10:57 am) · 43 replies

The rumors are true. Apple is switching to Intel processors. Here is the coverage.
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#41
06/11/2005 (9:29 am)
World of Warcraft porting to Mac/x86 at (started) WWDC

"""
Q u o t e:
I hate to be the bearer of bad news, but Rosetta's not THAT hot.. They're already announced it's not for anything CPU intensive (read games), so only the simpler games will work on it (not WoW).


I ran WoW(PowerPC) on the pre-release dev kit machine today, under the Rosetta dynamic translator, and while very glad to see that it loaded up and ran with very minor rendering glitches here and there, the speed is not yet satisfactory. So, of all our titles we will give WoW the highest priority in going native on x86. This is still an exploratory effort and it is too early to commit to any kind of date or specific plans.

I can say we got the whole game compiled on x86/OSX and had its "first launch" this afternoon - it ran into a bug pretty early on, but now it's a debugging effort and beyond the "get it to compile and link" effort.


Q u o t e:
So you guys feel pretty confident in getting it to run on the intels?


We got it running up to the login screen last night, after 5-6 hours of work on it. Pretty fast progress so far really.


"""
#42
06/17/2005 (8:32 am)
From Ryan Gordon's .plan (http://icculus.org/cgi-bin/finger/finger.pl?user=icculus)

"I spent almost the entire conference porting things to x86 MacOS, and when
they kicked me out at the end of the day, I went back to my hotel and
worked on converting things to gcc4 on my Powerbook in preparation for the
next day. I'm very tired, now. Here's where I am at the moment...

...

Torque Game Engine: Runs. Needed minor patches in a few places where it
says "mac" but means "bigendian cpu" and one (and, really, I think, only
one) thing needed tweaking for gcc4...even in a more or less foreign
codebase, this all took me literally minutes to find and fix. What took
longer was the realization that compiled TorqueScript is byte-order
dependent with the platform that built it, so you have to delete all your
.dso files and restart the game to stop Bad Things from happening. Once I
did that, I was good to go, and watching the Orc Town demo rendering
perfectly and at a comparable framerate to my Powerbook, which has better
video hardware than the devboxes.

Various open source things: SDL, SDL_sound, SDL_mixer, Ogg Vorbis, zlib,
libjpeg, etc...all compiled and ran without any changes. Not a single line.
Take that as a ringing endorsement of free software if you like."

--note: I included the whole text I had saved...unfortunately the plan has changed and this is not there anymore. I'm sure its cached somewhere. :)
#43
06/17/2005 (10:09 am)
Thanks for posting that here. Those of us with just T2D can't read the forum where that thread was posted.
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