Creating Windows Build on Mac?
by Jonathan Nicholas · in Torque Game Builder · 11/25/2007 (12:51 pm) · 9 replies
I've looked through most of the threads and I've seen that you can't create the Mac exe on a PC. Is the reverse also true?
I'm trying to create a build for Windows on my Mac.
Can I create the executable on a Mac or can I only do it on a PC?
If I can do it on a Mac, how do I do that?
I'm trying to create a build for Windows on my Mac.
Can I create the executable on a Mac or can I only do it on a PC?
If I can do it on a Mac, how do I do that?
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#2
11/27/2007 (9:59 pm)
That's what I'm doing now, but it doesn't make an executable.
#3
11/27/2007 (10:30 pm)
Hmm? Are you sure there isn't a .exe file somewhere in the folder you just created? The build I'm using is 1.5.1. I don't remember if earlier versions had the ability to make a windows executable file.
#4
11/28/2007 (7:38 am)
There isn't one anywhere within the folder. The build I get for windows is exactly the same as a Mac except without the executable and it has 4 .dll files.
#5
11/28/2007 (7:40 am)
And I'm using 1.5.1 also. INDIE
#6
It's named TGBGame.exe
Assuming you have that file, you should be able to simply copy it over to your built Windows project folder and start testing with Windows. If you don't have that item however, I imagine you would need to reinstall Torque. That's a standard included item I believe, and it's possible something may have gone wrong with the installation.
11/28/2007 (1:48 pm)
Hmm, have you checked your TorqueGameBuilder/tgb/gameData/T2DProject folder for the windows app file?It's named TGBGame.exe
Assuming you have that file, you should be able to simply copy it over to your built Windows project folder and start testing with Windows. If you don't have that item however, I imagine you would need to reinstall Torque. That's a standard included item I believe, and it's possible something may have gone wrong with the installation.
#7
@Jonathon: Try the usual suspects. The same cross-compile instructions that work for linux will work on OSX.
You'll want something like this, but skip out the host= and build= parameters, or ensure they're set to your flavor of OSX.
Then you'll need some msys lovin'.
Or there's some apple kool-aid.
GIYF :-)
Gary (-;
11/28/2007 (2:11 pm)
@Christopher: I think what he wants is to start with the c++ code and end with TGBGame.exe. What you're describing is starting with an already existing TGBGam.exe and ending with a bundled TGBGame.exe@Jonathon: Try the usual suspects. The same cross-compile instructions that work for linux will work on OSX.
You'll want something like this, but skip out the host= and build= parameters, or ensure they're set to your flavor of OSX.
Then you'll need some msys lovin'.
Or there's some apple kool-aid.
GIYF :-)
Gary (-;
#8
@Gary: Thanks for the suggestion. However, what you're telling me may be a little over my head, but I'll look into it.
I've never had a TGBGame.exe. So I don't know if that makes a difference, but I am trying to do exactly as Christopher said in his first post.
I'm starting to think it may be easier just to get the Windows version also and use it when I want a build for Windows.
Thanks for your help so far.
11/28/2007 (2:49 pm)
@Christopher: I tried looking in the T2DProject folder (and everywhere else on my computer) and couldn't find the TGBGame.exe, only TGBGame.app@Gary: Thanks for the suggestion. However, what you're telling me may be a little over my head, but I'll look into it.
I've never had a TGBGame.exe. So I don't know if that makes a difference, but I am trying to do exactly as Christopher said in his first post.
I'm starting to think it may be easier just to get the Windows version also and use it when I want a build for Windows.
Thanks for your help so far.
#9
That would be my recommendation, it sounds like it would be much more efficient to be able to make changes and test them without booting back and forth between operating systems anyway. Especially if you are making C++ code changes like Gary is talking about, but even if you aren't it still sounds safer.
11/28/2007 (2:57 pm)
Quote:I'm starting to think it may be easier just to get the Windows version also and use it when I want a build for Windows.
That would be my recommendation, it sounds like it would be much more efficient to be able to make changes and test them without booting back and forth between operating systems anyway. Especially if you are making C++ code changes like Gary is talking about, but even if you aren't it still sounds safer.
Torque Owner Christopher Andrade