Game Development Community

OS X 10.2 & Etc.

by Mychal McCabe · in Technical Issues · 08/25/2002 (10:25 am) · 15 replies

My Dev Tools CD won't be here for a few days.

I'm about to do Jagwyre installs though, and was wondering if anyone had built TGE or their project with the 10.2 friendly tool set?

More generally, there is a forum thread for Linux issues but not not one for Mac Specific Issues. Would Mac folks find such a thing useful?

Are there a bunch of Mac folks out there? Etc.

Mychal McCabe
Badlands Games

#1
08/27/2002 (7:46 pm)
I blindly checked in fixes to the project, since I don't have the new devtools installed, and the old ones crash. Let me know if you run into issues (I don't expect any, but you never know). I have tried running a CW built app, and it works fine on 10.2, so I would doubt any runtime issues.

d
#2
09/10/2002 (10:38 pm)
I bought Torque specifically to be able to develop games for Mac OS X. However, the support seems very weak. There is no pre-compiled binaries available that I can find and the configure script does not provide options for specifying MAC or the Apple version of GCC included in the developer tools.

Do I have to have CodeWarrior 6 just to compile the damn libraries? Can anyone give me some tips on how to build the Torque engine and tools with the standard Developer Tools provided with OS X 10.2? I'm feeling a little frustrated, as though I have been stung for $100 based on a misrepresentation.

It would be nice to have some proper documentation on the intall procedure too. I don't have doxygen so I can't even compile the docs.

I like Mychal's suggestion for a forum for Mac issues similar to the Linux forum.
#3
09/10/2002 (10:47 pm)
Ok - so I didn't spend enough time browsing the GarageGames website. Mea Culpa.

Instructions for compiling with Project Builder is listed in the online documentation:

http://www.garagegames.com/docs/torque.sdk/gstarted/compilers.mac.html

There is a Project Builder .proj file in the torque/pb directory.

Nyk
#4
09/12/2002 (8:34 pm)
Yes, people should read the online docs. They should see the PB and CW project folders if they spend more than a few minutes. And you can download RealmWars as a sample executable.

I guess this is a RTFM case... maybe we need a RTFOM for the online stuff. ;)

Feel free to ask the GG guys to open a Mac-specific forum area.

d
#5
09/12/2002 (8:35 pm)
AND...

I did build using the 10.2 toolset, and checked in a 10.2 specific project file.

d
#6
09/14/2002 (8:07 am)
10.2 compiles it fine, although, the product seems a bit less stable. Often crashes while in the Texture Painter, so far no luck tracking down why.

On a side note. Codewarrior 6 has been giving me so much shit, its not even funny. It keeps randomly removing my libs from the project, duplicating .cc files, and saying functions are not defined when they are (Same code compiles fine in PB). Anyone else have such problems with CW6?
#7
09/18/2002 (1:38 am)
FYI Everyone doing TGE development on OS X:

Don't use ellipsis characters or single quotes in folder names along the path to your project. They confuse and confound Project Builder (as of v2.0.1 anyway) and gdb to the point that gdb will claim there's no executeable, and PB will not display stack traces, variables, or source files in the debugger window.
#8
09/18/2002 (2:08 am)
Yes, an OS X specific forum thread would be *very* welcome. =-)
#9
09/18/2002 (2:03 pm)
I'll second that. The macosx code has some things happening that are signifigantly different from the win code. Encouraging a cadre of expertise would be a good thing.
#10
09/18/2002 (7:59 pm)
Hadn't noticed any new stability issues in 10.2 vs anything earlier. There are known issues having to do with CVA usage that haven't been resolved, and some of the editor modes seem to hit them and crash in GL deep down. There's a pref flag to disable CVAs temporarily if you keep banging up against that particular crash area...

d
#11
10/04/2002 (1:46 pm)
Hm, when using the supplied MacOS X 10.1 Project Builder project, I needed to copy the ./torque/lib/openal/macCarb/al directory to ./torque/engine/platform/al in oder to compile it successfully under MacOS X.

I'm used to use Visual Studio or NetBeans, and find Project Builder not the easiest to use IDE. Did I miss any include directory setting?
#12
10/04/2002 (9:17 pm)
@karl: did you try adding the torque/lib/openal/macCarb/al directory to your search paths?
#13
10/07/2002 (7:58 pm)
I'm attempting to compile the latest "recommended" version of the Torque engine on 10.2 with Project Builder, and it gets an error attempting to compile engine/platformMacCarb/macCarbCPUInfo.cc, surprisingly in a system header file:

Compiling ../engine/platformMacCarb/macCarbCPUInfo.cc (1 error)
from ../engine/platformMacCarb/macCarbCPUInfo.cc:8:
from ../engine/PlatformMacCarb/platformMacCarb.h:20,
from /System/Library/Frameworks/ApplicationServices.framework/Versions/Current/Frameworks/QD.framework/Headers/QD.h:20,
from /System/Library/Frameworks/CoreServices.framework/Headers/CoreServices.h:25,
In file included from /System/Library/Frameworks/CoreServices.framework/Frameworks/OSServices.framework/Headers/OSServices.h:45,
/System/Library/Frameworks/CoreServices.framework/Frameworks/OSServices.framework/Headers/OpenTransport.h:4245: function 'void* operator new(long unsigned int)' is initialized like a variable

The error occurs here:
class TProvider
{
private:
void* operator new(size_t);
void operator delete(void*) {}

at the line that declares "new". Has anyone else seen this?
#14
10/07/2002 (8:19 pm)
Turns out someone has redefined new in platform/platform.h:

#define new new(__FILE__, __LINE__)
#15
10/07/2002 (8:59 pm)
Jin,

I ran into this error a while back, it's been taken care of in the HEAD revision. You can see this thread for a little more info about it.

Joel