Game Development Community

Porting to Mac - what's involved?

by Don Hogan · in Torque Game Builder · 11/28/2005 (9:30 am) · 6 replies

I've been hoping to recruit my sister to work on music and sound effects with me, and am faced with the dilemma that she's a Mac-only person. Furthermore, she doesn't really have access to Windows machines and very little hands-on experience with that OS anyway. I would like to avoid giving her movies to foley to, since I think playing it would give a better idea of the pacing and style of the game.

So the question is, given that I would hope to release on Mac as well, what's involved in porting my game to the Mac? A simple re-compile? Would my scripts and images simply drop into a Mac install of T2D? (*evil grin* Merry Christmas, sis! Your very own copy of T2D - now get to composing!)

If I had my choice, I'd really like to be able to send her 'release builds' of the game as I go, to get her feedback on game play as well as provide the visuals for her to compose to.

- Don

#1
11/28/2005 (9:51 am)
Pick up a Mac Mini. That way you can do all the development and send her the releases. Remote debugging is not fun.
#2
11/28/2005 (9:54 am)
That should be all. Providing (as you mention) she has her own licensed copy of T2D, you should be able to send her the .cs files and she can just run the Mac T2D application which will recompile the source files.

If you've made engine changes, then obviously she'll need to rebuild the engine source on her Mac as well.

However, double check the EULA for T2D, as I'm not sure if you can buy a license for T2D and then give it to her. You may need to give her the money and have her buy T2D herself.
#3
11/28/2005 (10:05 am)
Ah, good info Philip.

@Don
And you should also note that you would need to send the .dso files fro the Mac rather than .cs as per the T2D license.
#4
11/28/2005 (10:31 am)
If they both own T2D licenses, then there is no problem sending source files.

Sending .dso files is a bit pointless as they're not cross-platform between the PC and the Mac. If they were, Don wouldn't be talking about a T2D license for his sister.
#5
11/28/2005 (10:32 am)
Thanks for the replies, now I just have to decide how to proceed.

@David
I'm really not interested in owning a Mac at this point; or perhaps more accurately spending the money for one. =) I had given some thought to the potential EULA issues - but to me that's less confusing than what's involved in switching platforms. Which, actually turns out to be not much, since I'm not modding the source at all.

@Phillip
Getting her set up with a copy of T2D wasn't something that had actually crossed my mind until I was typing the original post and added it as a little joke. I can see pros and cons to it, that's for sure.

It also brings up a curious question: If I were going to go at a T2D project 'semi-pro' and wanted to manage, fund, and direct a team out of my own pocket, so that I retain all direction and ownership, does that move me into the realm of a commercial license? How is that actually handled / viewed by GG?

- Don

*edit*
Mmm - as I was proofreading another problem came to mind. I'd hate to try and get her up to speed on SVN - assuming the one we're using is Mac compatible anyway. She may get movies afterall - the benefits of broadband, I suppose.
#6
11/28/2005 (11:22 am)
I was assuming he had a mac at that point, so that's why the .dso rather than .cs inclusion. I'm not sure if it made it into 1.4, but .cs compilation has been rumored to have moved to cross-platform compatable, which will be good news for T2D's next release. Again, I'm not sure if it made it in or not.

@Don
If you're not modding the source, then her having a license and you having a license would be a great option. You could send the .cs, she could run it, and boom.

Here's some Mac SVN information:
http://the.taoofmac.com/space/Subversion

But movies work, too unless you want your music to have event states. At that point, actually being able to point to the event state and transition would be rather handy.

If you make a big chunk of change from your game, then you would need a commercial license (or if you wanted to remove the logo or some such). It has no bearing on the ownership of your product.