Game Development Community

Project Setup Suggestions

by David Wyand · in Torque Game Engine · 08/26/2004 (7:34 am) · 4 replies

Greetings!

Having recently transferred my own project over to the Mac and recently downloaded the Head version again for some testing, I have a couple of suggestions to make regarding the PB project file.

Setting Build Location
Looking through the Mac section of the TGE Documentation Appendix B, I see that it is recommended to setup the project's build location using the Xcode->Preferences window. Does this not change the build location for all Xcode projects from then on?

Here's the method that I've used successfully:

1. With the torque_pb_2_1 project open, hold down the control key and click on the torque_pb_2_1 project icon at the top of the file list on the left. Select the Get Info menu choice.

2. Click on the General tab.

3. Under the Place Build Products In heading are two radio buttons. Make the Separate Location choice the selected one.

4. In the text edit box below the radio buttons, change its contents to ../example

That should be it. Does anyone see an issue with doing it this way rather than globally? It appears to be working for me.

TORQUE_DEBUG Define
Under Windows, the debug build has TORQUE_DEBUG defined. The TGE code checks for this define in a couple of places to build optional code blocks when running as a debug build. I've checked for this define in the Mac PB project and haven't seen it.

To add it in:

1. Select your Torque-MacCarb-Debug Target. This should open up the Target's options in the embedded editor. You could also control-click on the Target and select the Open in Separate Editor menu choice.

2. Click on the GCC Compiler Settings option.

3. Go to the Other C Compiler Flags text edit box. Make it read as follows (changes in bold):

-fpermissive -force_cpusubtype_ALL -D__MACOSX__ [b]-DTORQUE_DEBUG[/b]

That should be it. If there's a problem with either of these changes, please let me know as I'm using them in my own production environment! :o)

- LightWave Dave

About the author

A long time Associate of the GarageGames' community and author of the Torque 3D Game Development Cookbook. Buy it today from Packt Publishing!


#1
08/30/2004 (10:36 am)
Yo Dave,

Thanks for the tips here, I'm sure people will find this helpful.

I'm holding off on checking this into HEAD for a little while though. Paul Scott has some project setting updates that include these, and some other good improvements. So, waiting to coordinate with him more.

Thanks again though, this serves as a good guide for people in the meantime. You're doing good stuff on the Mac-side, keep it up! :) Glad to see quite a bit of action over here lately.
#2
08/30/2004 (11:11 am)
Coolness.

Many seem to feel that programming on the Mac is a dark art requiring a large supply of sacrificial chickens. I've found that those of us who come from the plate-glass world have a lot in common with our fruit bearing brothers, and all it requires is some quality time.

I hope to have some more items to share in the near future as I pull back the veil on the path less trodden...

Oh, and I look forward to what Paul has for us! :o)

- LightWave Dave
#3
08/31/2004 (12:47 am)
David, you're doing great work on the Mac side. Between you and Paul lately, I'm feeling very, very lucky to have so much great help.

I agree too, making the switch from the plate-glass world to that of the fruit-bearers is surprisingly smooth.

I'm looking forward to having more time in the future to make some major improvements on the Mac side of things. I don't want to promise anything specific that'll end up taking too long to deliver on, but I've got a number of great changes and fixes on my list of things to do one day. Looking forward to working with people like you to get 'em done. :)
#4
08/31/2004 (8:25 am)
I did not have any bigger issues compiling on the mac. I have some Warnings related to symbols but thats not a biggie. Compiles fine, runs smooth.

Great to hear that you are going to stretch out and give us MAC users a hand. I am going to try to compile the engine on PC tonight and seeing how much trouble i had to setup the PC i fear it will be nightmare. Grabbed a used copy of VC6 and its a book with seven seals. Oh well. I give it a try.

Sascha