Game Development Community

Demo just crashes (OSX Snow Leopard)

by Sangit · in Technical Issues · 01/24/2010 (7:28 pm) · 13 replies

Hey all,

i just considered switching from unity3d to torque3d for our latest project and downloaded the demo. unfortunately i'm unable to have a look at the product as either any editor or gameplay crashes right upon start. This happens either with the FPS Example or any new empty project

thats a very disenchanting first impression ;-)))
here is the error log, any help would be gladly appreciated, since torque covers all of the features we would need and looked promising

-------

Process: FPS Example [58792]
Path: /Torque_3D_2009_Tools_Demo_1_0_1_Mac/Examples/FPS Example/game/FPS Example.app/Contents/MacOS/FPS Example
Identifier: com.garagegames.FPS Example
Version: ??? (1.0)
Code Type: X86 (Native)
Parent Process: Torque3D [58789]

Date/Time: 2010-01-25 00:22:53.485 +0100
OS Version: Mac OS X 10.6.2 (10C540)
Report Version: 6

Interval Since Last Report: 247839 sec
Crashes Since Last Report: 14
Per-App Interval Since Last Report: 5 sec
Per-App Crashes Since Last Report: 4
Anonymous UUID: 09415F23-CF08-4F1E-AF7D-71C7899842DA

Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x00000000000000ec
Crashed Thread: 0 Dispatch queue: com.apple.main-thread

Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 ...agegames.FPS Example Bundle 0x13cd49fa GFont::getStrNWidth(unsigned short const*, unsigned int) + 76
1 ...agegames.FPS Example Bundle 0x13cd4ada GFont::getStrNWidth(char const*, unsigned int) + 106
2 ...agegames.FPS Example Bundle 0x13cd4b2e GFont::getStrWidth(char const*) + 46
3 ...agegames.FPS Example Bundle 0x13d5bae7 GuiTextCtrl::autoResize() + 79
4 ...agegames.FPS Example Bundle 0x13d5be25 GuiTextCtrl::setText(char const*) + 117
5 ...agegames.FPS Example Bundle 0x13d5c1a3 GuiTextCtrl::setText(void*, char const*) + 27
6 ...agegames.FPS Example Bundle 0x13c57528 SimObject::setDataField(char const*, char const*, char const*) + 324
7 ...agegames.FPS Example Bundle 0x13c32d14 CodeBlock::exec(unsigned int, char const*, Namespace*, unsigned int, char const**, bool, char const*, int) + 9620
8 ...agegames.FPS Example Bundle 0x13c3dcd5 cexec(SimObject*, int, char const**) + 2389
9 ...agegames.FPS Example Bundle 0x13c33aa7 CodeBlock::exec(unsigned int, char const*, Namespace*, unsigned int, char const**, bool, char const*, int) + 13095
10 ...agegames.FPS Example Bundle 0x13c3e5ba Namespace::Entry::execute(int, char const**, ExprEvalState*) + 124
11 ...agegames.FPS Example Bundle 0x13c3791f Con::execute(int, char const**) + 193
12 ...agegames.FPS Example Bundle 0x13c337d4 CodeBlock::exec(unsigned int, char const*, Namespace*, unsigned int, char const**, bool, char const*, int) + 12372
13 ...agegames.FPS Example Bundle 0x13c33604 CodeBlock::exec(unsigned int, char const*, Namespace*, unsigned int, char const**, bool, char const*, int) + 11908
14 ...agegames.FPS Example Bundle 0x13c2f600 CodeBlock::compileExec(char const*, char const*, bool, int) + 986
15 ...agegames.FPS Example Bundle 0x13c38f6a Con::evaluate(char const*, bool, char const*) + 194
16 ...agegames.FPS Example Bundle 0x13c096de StandardMainLoop::handleCommandLine(int, char const**) + 748
17 ...agegames.FPS Example Bundle 0x13e6fd1a -[MainLoopTimerHandler firstFire:] + 44
18 com.apple.Foundation 0x909ae96c __NSFireTimer + 141
19 com.apple.CoreFoundation 0x9654dedb __CFRunLoopRun + 8059
20 com.apple.CoreFoundation 0x9654b864 CFRunLoopRunSpecific + 452
21 com.apple.CoreFoundation 0x9654b691 CFRunLoopRunInMode + 97
22 com.apple.HIToolbox 0x97253f0c RunCurrentEventLoopInMode + 392
23 com.apple.HIToolbox 0x97253bff ReceiveNextEventCommon + 158
24 com.apple.HIToolbox 0x97253b48 BlockUntilNextEventMatchingListInMode + 81
25 com.apple.AppKit 0x976a0ac5 _DPSNextEvent + 847
26 com.apple.AppKit 0x976a0306 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 156
27 com.apple.AppKit 0x9766249f -[NSApplication run] + 821
28 com.apple.AppKit 0x9765a535 NSApplicationMain + 574
29 ...agegames.FPS Example Bundle 0x13e6feba torque_macmain + 152
30 com.garagegames.FPS Example 0x00001f10 main + 352
31 com.garagegames.FPS Example 0x00001c9e start + 54

Thread 1: Dispatch queue: com.apple.libdispatch-manager
0 libSystem.B.dylib 0x93c870ea kevent + 10
1 libSystem.B.dylib 0x93c87804 _dispatch_mgr_invoke + 215
2 libSystem.B.dylib 0x93c86cc3 _dispatch_queue_invoke + 163
3 libSystem.B.dylib 0x93c86a68 _dispatch_worker_thread2 + 234
4 libSystem.B.dylib 0x93c864f1 _pthread_wqthread + 390
5 libSystem.B.dylib 0x93c86336 start_wqthread + 30

Thread 2:
0 libSystem.B.dylib 0x93c86182 __workq_kernreturn + 10
1 libSystem.B.dylib 0x93c86718 _pthread_wqthread + 941
2 libSystem.B.dylib 0x93c86336 start_wqthread + 30

Thread 3:
0 libSystem.B.dylib 0x93c6092e semaphore_timedwait_trap + 10
1 ...ple.CoreServices.CarbonCore 0x95f7bf9e MPWaitOnSemaphore + 125
2 ...agegames.FPS Example Bundle 0x13e6bbea Semaphore::acquire(bool) + 38
3 ...agegames.FPS Example Bundle 0x13e64cf5 ThreadPool::WorkerThread::run(void*) + 339
4 ...agegames.FPS Example Bundle 0x13e6c01d ThreadRunHandler(void*) + 45
5 libSystem.B.dylib 0x93c8dfbd _pthread_start + 345
6 libSystem.B.dylib 0x93c8de42 thread_start + 34

Thread 4:
0 libSystem.B.dylib 0x93c6092e semaphore_timedwait_trap + 10
1 ...ple.CoreServices.CarbonCore 0x95f7bf9e MPWaitOnSemaphore + 125
2 ...agegames.FPS Example Bundle 0x13e6bbea Semaphore::acquire(bool) + 38
3 ...agegames.FPS Example Bundle 0x13e64cf5 ThreadPool::WorkerThread::run(void*) + 339
4 ...agegames.FPS Example Bundle 0x13e6c01d ThreadRunHandler(void*) + 45
5 libSystem.B.dylib 0x93c8dfbd _pthread_start + 345
6 libSystem.B.dylib 0x93c8de42 thread_start + 34

Thread 5:
0 libSystem.B.dylib 0x93c6092e semaphore_timedwait_trap + 10
1 ...ple.CoreServices.CarbonCore 0x95f7bf9e MPWaitOnSemaphore + 125
2 ...agegames.FPS Example Bundle 0x13e6bbea Semaphore::acquire(bool) + 38
3 ...agegames.FPS Example Bundle 0x13e64cf5 ThreadPool::WorkerThread::run(void*) + 339
4 ...agegames.FPS Example Bundle 0x13e6c01d ThreadRunHandler(void*) + 45
5 libSystem.B.dylib 0x93c8dfbd _pthread_start + 345
6 libSystem.B.dylib 0x93c8de42 thread_start + 34

Thread 6:
0 libSystem.B.dylib 0x93c6092e semaphore_timedwait_trap + 10
1 ...ple.CoreServices.CarbonCore 0x95f7bf9e MPWaitOnSemaphore + 125
2 ...agegames.FPS Example Bundle 0x13e6bbea Semaphore::acquire(bool) + 38
3 ...agegames.FPS Example Bundle 0x13e64cf5 ThreadPool::WorkerThread::run(void*) + 339
4 ...agegames.FPS Example Bundle 0x13e6c01d ThreadRunHandler(void*) + 45
5 libSystem.B.dylib 0x93c8dfbd _pthread_start + 345
6 libSystem.B.dylib 0x93c8de42 thread_start + 34

Thread 7:
0 libSystem.B.dylib 0x93c6092e semaphore_timedwait_trap + 10
1 ...ple.CoreServices.CarbonCore 0x95f7bf9e MPWaitOnSemaphore + 125
2 ...agegames.FPS Example Bundle 0x13e6bbea Semaphore::acquire(bool) + 38
3 ...agegames.FPS Example Bundle 0x13e64cf5 ThreadPool::WorkerThread::run(void*) + 339
4 ...agegames.FPS Example Bundle 0x13e6c01d ThreadRunHandler(void*) + 45
5 libSystem.B.dylib 0x93c8dfbd _pthread_start + 345
6 libSystem.B.dylib 0x93c8de42 thread_start + 34

Thread 8:
0 libSystem.B.dylib 0x93c6092e semaphore_timedwait_trap + 10
1 ...ple.CoreServices.CarbonCore 0x95f7bf9e MPWaitOnSemaphore + 125
2 ...agegames.FPS Example Bundle 0x13e6bbea Semaphore::acquire(bool) + 38
3 ...agegames.FPS Example Bundle 0x13e64cf5 ThreadPool::WorkerThread::run(void*) + 339
4 ...agegames.FPS Example Bundle 0x13e6c01d ThreadRunHandler(void*) + 45
5 libSystem.B.dylib 0x93c8dfbd _pthread_start + 345
6 libSystem.B.dylib 0x93c8de42 thread_start + 34

Thread 9:
0 libSystem.B.dylib 0x93c6092e semaphore_timedwait_trap + 10
1 ...ple.CoreServices.CarbonCore 0x95f7bf9e MPWaitOnSemaphore + 125
2 ...agegames.FPS Example Bundle 0x13e6bbea Semaphore::acquire(bool) + 38
3 ...agegames.FPS Example Bundle 0x13e64cf5 ThreadPool::WorkerThread::run(void*) + 339
4 ...agegames.FPS Example Bundle 0x13e6c01d ThreadRunHandler(void*) + 45
5 libSystem.B.dylib 0x93c8dfbd _pthread_start + 345
6 libSystem.B.dylib 0x93c8de42 thread_start + 34

Thread 10:
0 libSystem.B.dylib 0x93c6092e semaphore_timedwait_trap + 10
1 ...ple.CoreServices.CarbonCore 0x95f7bf9e MPWaitOnSemaphore + 125
2 ...agegames.FPS Example Bundle 0x13e6bbea Semaphore::acquire(bool) + 38
3 ...agegames.FPS Example Bundle 0x13e64cf5 ThreadPool::WorkerThread::run(void*) + 339
4 ...agegames.FPS Example Bundle 0x13e6c01d ThreadRunHandler(void*) + 45
5 libSystem.B.dylib 0x93c8dfbd _pthread_start + 345
6 libSystem.B.dylib 0x93c8de42 thread_start + 34

Thread 11:
0 libSystem.B.dylib 0x93c6092e semaphore_timedwait_trap + 10
1 ...ple.CoreServices.CarbonCore 0x95f7bf9e MPWaitOnSemaphore + 125
2 ...agegames.FPS Example Bundle 0x13e6bbea Semaphore::acquire(bool) + 38
3 ...agegames.FPS Example Bundle 0x13e64cf5 ThreadPool::WorkerThread::run(void*) + 339
4 ...agegames.FPS Example Bundle 0x13e6c01d ThreadRunHandler(void*) + 45
5 libSystem.B.dylib 0x93c8dfbd _pthread_start + 345
6 libSystem.B.dylib 0x93c8de42 thread_start + 34

Thread 12:
0 libSystem.B.dylib 0x93c6092e semaphore_timedwait_trap + 10
1 ...ple.CoreServices.CarbonCore 0x95f7bf9e MPWaitOnSemaphore + 125
2 ...agegames.FPS Example Bundle 0x13e6bbea Semaphore::acquire(bool) + 38
3 ...agegames.FPS Example Bundle 0x13e64cf5 ThreadPool::WorkerThread::run(void*) + 339
4 ...agegames.FPS Example Bundle 0x13e6c01d ThreadRunHandler(void*) + 45
5 libSystem.B.dylib 0x93c8dfbd _pthread_start + 345
6 libSystem.B.dylib 0x93c8de42 thread_start + 34

Thread 13:
0 libSystem.B.dylib 0x93c608da mach_msg_trap + 10
1 libSystem.B.dylib 0x93c61047 mach_msg + 68
2 com.apple.CoreFoundation 0x9654c77f __CFRunLoopRun + 2079
3 com.apple.CoreFoundation 0x9654b864 CFRunLoopRunSpecific + 452
4 com.apple.CoreFoundation 0x965517a4 CFRunLoopRun + 84
5 com.apple.DVCPROHDMuxer 0x02f3c0fb AVS::DestroyAVCDeviceController(AVS::AVCDeviceController*) + 297
6 libSystem.B.dylib 0x93c8dfbd _pthread_start + 345
7 libSystem.B.dylib 0x93c8de42 thread_start + 34

Thread 14:
0 libSystem.B.dylib 0x93c6093a semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x93c8e445 _pthread_cond_wait + 1066
2 libSystem.B.dylib 0x93cbd028 pthread_cond_timedwait_relative_np + 47
3 com.apple.audio.CoreAudio 0x930fd965 CAGuard::WaitFor(unsigned long long) + 219
4 com.apple.audio.CoreAudio 0x93100997 CAGuard::WaitUntil(unsigned long long) + 289
5 com.apple.audio.CoreAudio 0x930fe294 HP_IOThread::WorkLoop() + 1892
6 com.apple.audio.CoreAudio 0x930fdb2b HP_IOThread::ThreadEntry(HP_IOThread*) + 17
7 com.apple.audio.CoreAudio 0x930fda42 CAPThread::Entry(CAPThread*) + 140
8 libSystem.B.dylib 0x93c8dfbd _pthread_start + 345
9 libSystem.B.dylib 0x93c8de42 thread_start + 34

Thread 15:
0 libSystem.B.dylib 0x93c6093a semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x93c8e445 _pthread_cond_wait + 1066
2 libSystem.B.dylib 0x93cbd028 pthread_cond_timedwait_relative_np + 47
3 ...ple.CoreServices.CarbonCore 0x95f6a235 TSWaitOnConditionTimedRelative + 242
4 ...ple.CoreServices.CarbonCore 0x95febd65 MPWaitForEvent + 240
5 ...agegames.FPS Example Bundle 0x13e6796b AsyncPeriodicUpdateThread::_waitForEventAndReset() + 35
6 ...agegames.FPS Example Bundle 0x13e50851 AsyncUpdateThread::run(void*) + 43
7 ...agegames.FPS Example Bundle 0x13e6c01d ThreadRunHandler(void*) + 45
8 libSystem.B.dylib 0x93c8dfbd _pthread_start + 345
9 libSystem.B.dylib 0x93c8de42 thread_start + 34

Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x16a49000 ebx: 0x13cd4a84 ecx: 0x00000000 edx: 0x00000000
edi: 0x00000020 esi: 0x00000020 ebp: 0xbfff94c8 esp: 0xbfff94a0
ss: 0x0000001f efl: 0x00010202 eip: 0x13cd49fa cs: 0x00000017
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
cr2: 0x000000ec

Binary Images:
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0x98cbf000 - 0x98d29fe7 libstdc++.6.dylib ??? (???) <411D87F4-B7E1-44EB-F201-F8B4F9227213> /usr/lib/libstdc++.6.dylib
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0x9936b000 - 0x9938fff7 libJPEG.dylib ??? (???) <649E1974-A527-AC0B-B3F4-B4DC30484070> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libJPEG.dylib
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0x99520000 - 0x995a2ffb SecurityFoundation ??? (???) <29C27E0E-B2B3-BF6B-B1F8-5783B8B01535> /System/Library/Frameworks/SecurityFoundation.framework/Versions/A/SecurityFoundation
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0xffff0000 - 0xffff1fff libSystem.B.dylib ??? (???) <D45B91B2-2B4C-AAC0-8096-1FC48B7E9672> /usr/lib/libSystem.B.dylib

Model: MacPro2,1, BootROM MP21.007F.B08, 8 processors, Quad-Core Intel Xeon, 3 GHz, 8 GB, SMC 1.15f3
Graphics: NVIDIA GeForce 7300 GT, NVIDIA GeForce 7300 GT, PCIe, 256 MB
Memory Module: global_name
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x87), Broadcom BCM43xx 1.0 (5.10.91.26)
Bluetooth: Version 2.2.4f3, 2 service, 0 devices, 1 incoming serial ports
Network Service: AirPort, AirPort, en2
PCI Card: NVIDIA GeForce 7300 GT, Display, Slot-1
Serial ATA Device: ST3250820AS P, 232,89 GB
Serial ATA Device: ST3750640NS, 698,64 GB
Serial ATA Device: WDC WD10EACS-00ZJB0, 931,51 GB
Serial ATA Device: WDC WD1000FYPS-01ZKB0, 931,51 GB
Parallel ATA Device: OPTIARC DVD RW AD-7170A
USB Device: USB2.0 Hub, 0x05e3 (Genesys Logic, Inc.), 0x0608, 0xfd400000
USB Device: Composite Device, 0x0763 (M-Audio), 0x1021, 0xfd410000
USB Device: ML-1630 Series, 0x04e8 (Samsung Electronics Co., Ltd.), 0x328b, 0xfd430000
USB Device: Hub, 0x05ac (Apple Inc.), 0x912f, 0xfd300000
USB Device: Hub in Apple Pro Keyboard, 0x05ac (Apple Inc.), 0x1003, 0xfd330000
USB Device: Sentinel SuperPro 6.3.0, 0x04b9, 0x0300, 0xfd331000
USB Device: ET-0405-UV1.1-1, 0x056a (WACOM Co., Ltd.), 0x0010, 0xfd332000
USB Device: Apple Pro Keyboard, 0x05ac (Apple Inc.), 0x020c, 0xfd333000
USB Device: Microsoft IntelliMouse® Explorer, 0x045e (Microsoft Corporation), 0x0095, 0xfd310000
USB Device: Apple Cinema HD Display, 0x05ac (Apple Inc.), 0x9221, 0xfd320000
USB Device: Bluetooth USB Host Controller, 0x05ac (Apple Inc.), 0x8206, 0x5d200000
USB Device: ProtectExecuter, 0x0819, 0x0101, 0x5d100000
FireWire Device: Vendor 0x1F2 Device 0x101800, 0x1F2, Up to 400 Mb/sec
FireWire Device: built-in_hub, Up to 800 Mb/sec
FireWire Device: unknown_device, Unknown

About the author

I'm an enthousiastic german photographer, media designer and music producer who just loves to dive into the medieval and fantasy genre.


#1
01/24/2010 (8:27 pm)
for what its worth i restarted the computer, now if i click Torque3D.app the icon just jumps in the dock and nothing happens at all ;-(
#2
01/25/2010 (2:41 am)
I'm sorry this had to be the first thing you run across. That's indeed a disenchanting start.

Though of course it's difficult to tell with absolute certainty from just a raw dump, I am sure I know this crash bug and it has been fixed in HEAD--which, coincidentally, does not do you any good.

AFAIK there will be a new demo build for the Global Game Jam, though I do not know if that will be publicly available. Also, I *think* it will be built from the current beta tree and thus will have a few problems of its own.

//--
//Edit: Occurs to me now that even if, there most likely won't be an OSX build.
//--

Are you considering OSX as your main development platform? Do you want to deploy on OSX?

#3
01/25/2010 (8:48 am)
ola Rene,

we are solely using mac workstations in our company.

so the bug is only in the demo version, and a full version purchase would run fine?
#4
01/25/2010 (9:17 am)

I double-checked this and I'm pretty sure that a) a font that is failing to load triggers the crash and b) the crash is triggered by GuiTextCtrl not properly protecting against this. I have fixed this and the change will roll out with the the current beta cycle.

Could you check whether your console.log (found alongside the game executable) contains an error message about a failed font load (something most probably along the lines of "GFont::load - error ...")? Would be interesting to know which font failed here to check if this is to be expected.

As for Torque 3D on OSX, please make sure that it really fits your requirements. You get a well-performing engine with a great content pipeline, great editors, a broad feature set, [u]full source code[/b] and a number of other key advantages. However, it is important to be aware of the restrictions that come with using Torque 3D on OSX which most prominently means no Advanced Lighting.
#5
01/25/2010 (10:33 am)
Hi Rene,

the Torque3D.app won't start at all, the icon ist just jumping in the dock. However if I start FPS Example.app directly the Splash Screen opens showing the Torque Logo, then the program quits/crashes.

here is the last part console.log unfortunately the forum doesn't allow postings over 1000 words so i cant post the whole log

can you give me more information on what features are not working on the mac at all? you mentioned the advanced lighting. good lighting would be crucial to the look of our game. i especially like the light rays feature

--------- Initializing Lighting Systems ---------
Using Basic Lighting
Program shaders/common/gl/particlesV.glsl / shaders/common/gl/particlesP.glsl: WARNING: vertex shader writes varying 'pos' which is not active.



--------------
Attempting to set resolution to "1024 768 false 32 60 0"
Accepted Mode:
--Resolution : 1024 768
--Full Screen : No
--Bits Per Pixel : 24
--Refresh Rate : 60
--FSAA Level 0
--------------
Could not create a description for binding: thumbrx
Could not create a description for binding: thumbry
Could not create a description for binding: thumblx
Could not create a description for binding: thumbly
Could not create a description for binding: btn_a
Could not create a description for binding: btn_back
Could not create a description for binding: dpadl
Could not create a description for binding: dpadu
Could not create a description for binding: dpadd
Could not create a description for binding: dpadr
Could not create a description for binding: triggerr
Could not create a description for binding: triggerl
Could not create a description for binding: btn_start
Could not create a description for binding: btn_x
Binding server port to default IP
UDP initialized on port 0
% - Initializing Tools
% - Initializing Tools Base
% - Initializing Base Editor
% - Initializing World Editor
- Initializing Datablock Editor
% - Initializing Debugger
% - Initializing Decal Editor
% - Initializing Gui Builder
% - Initializing Material Editor
% - Initializing Mesh Road Editor
% - Initializing Particle Editor
% - Initializing Physics Tools
No physics plugin exists.
% - Initializing River Editor
- Initializing Road and Path Editor
% - Initializing Shape Editor
#6
01/25/2010 (11:02 am)
Quote:Could you check whether your console.log (found alongside the game executable)

That's a flaw that I've been complaining about for years. It means that users of Torque-based games must either run them as an admin user, or install them somewhere other than /Applications.

The standard location for log files in Mac OS X is ~/Library/Logs. I wrote some code a while back that puts console.log there, and other folks have improved it by removing the (now deprecated) Carbon function. It's based on TGB, but I doubt that part of T3D has really changed all that much.
#7
01/25/2010 (11:47 am)

@Sangit
The last part of the log is likely to yield the best insight with a crash or hang. Not sure why it wouldn't crash from the Dock. Maybe it's the crap OSX crash reporter stepping in.

As for restrictions on OSX: Torque 3D's deferred renderer does not run on OSX. This includes all Advanced Lighting features and post-effects. With Basic Lighting, there is currently no support for real-time shadows.

Physics support through Bullet is underway but the one presently there is restricted to Windows due to PhysX simply not being available on the Mac (yet?).

@Sherman
In T3D, the file is created through Torque's virtual filesystem and it depends on the back-end where it stores writable files. Unfortunately, the Mac/POSIX backend currently does not implement this in the same way the Windows implementation does so this can definitely be improved.

The code change you suggest seems to dump all console.log files in the same place which it shouldn't. Also, development builds shouldn't store anything in ~/Library/Logs (or any other place only meant for non-development stuff for that matter).
#8
01/25/2010 (4:49 pm)
Hey Rene,

you are breaking my neck right now ;)

Since i can't test any pc stuff at the moment, just how performant would you describe the realtime lighting features of Torque3D on a pc, considering the average gamer? Is it worth the hassle?

Since we only develop on mac and most of the users would probably be pc based, we still could use the engine, but of course i wanted to experience all the great looking effects myself too. Are the features simply not shown on a mac or can't they be programmed at all using the world editor on mac?

we could setup workstations with bootcamp to run windows 7 but that would definitely degrade the work pipeline a lot considering e.g. file access on the mac, software licenses etc.

is there a chance any of the advanced lighting features will be available on osx in the near future? Or simply a performant realtime shadow on mac.... A main aspect of the planned game is realistic day/time and weather environment so the sun has to change and baking all the shadow information on textures won't do the trick
#9
01/25/2010 (6:27 pm)
Quote:The code change you suggest seems to dump all console.log files in the same place which it shouldn't.

It puts them all in the same place, but with different names; each one is (app bundle id).log. For example, my game's log would be com.shermpendley.MyGame.log.

Anyway, if it would increase its chance of being adopted, I could easily modify it to keep the console.log name, and store it into a subdirectory named with the bundle id instead. Or, it could use the app name for the log file or directory name. Apple suggests using the bundle ID, but a *lot* of apps ignore that suggestion and use the app name anyway.

Quote:Also, development builds shouldn't store anything in ~/Library/Logs

Why not? What purpose would be served by storing them elsewhere for development builds?
#10
01/26/2010 (3:20 am)
@Sangit

You can do development on the platform other than the one you are shipping on only to a certain degree but ultimately you have to work with the platform you are shipping on, even if only to do thorough testing.

However, since we are talking about two completely different lighting systems here, it is not a sensible approach to develop artwork and levels in one to eventually run in the other (it's possible to design this to run in both but only if they really are both developed under in parallel).

Advanced Lighting is not available on the Mac and, given that Apple remains to be Apple, will likely not be for quite some time. Apple's graphics drivers are extremely poor and consequently, the Mac's high-end graphics capabilities are severely limited. There is good reason why engine choice on the Mac is extremely limited and why you won't find many state-of-the-art games on the Mac. It's not the only reason but technical deficiency definitely plays its part.


And from a personal standpoint, the Mac is just hell to develop with. It's crap stacked atop more crap mixed with three varieties of more crap. I invite you to write some simple code for running your game fullscreen on the Mac. After you have chosen from one of the three available APIs for doing that and found that all of them are trash (not to mention hunting through their junk docs that are scattered all over the place--usually the best 'documentation' on Apple APIs are blogs, forum threads, and source code), you'll get a chocolate bar from me if you don't curse your lungs out after your game first happened to trigger a breakpoint or crash while running fullscreen. Yeah, that empty black window? It's called "Shielding Window." It's there... well... for you to curse your lungs out. The restart button is the one with the circle and the stick pointing upwards.


The day/night time system works on the Mac but there are no real-time shadows. With a bit of work, you could probably hook up the shadow mapping code that is in place for Advanced Lighting to have real-time shadows in Basic Lighting. The stock engine, though, has only projected shadows in BL.

@Sherman

Unfortunately, the TGB code won't work as such as the filesystem handling has changed in T3D. The volume layer is responsible for deciding where writable files go. One could create a separate mount for storing logs, if so desired, and point it to different locations on different OSs.

Quote:
What purpose would be served by storing them elsewhere for development builds?

Well, development is development. I'm working with a host of different Torque projects in a host of different locations. Often times these are even the same project from the same repo but with working copies dedicated to different developments. It would completely suck if a) running any of these builds would end up putting nonsense anywhere in my user profile and b) I would have to constantly hunt for log files rather than having them in the game directory where they belong.
#11
01/26/2010 (10:15 am)
Hey Rene,

i understand u like mac as much as i like windows ;-)
Since i do graphic and sound design most of the time I rely on mac. Developing games on the other hand may not be as straight forward as on a pc, since mac simply isn't the no.1 gaming platform of choice. Still there are companies eager to provide their games to the mac community aswell as to fellow pc users.

in my company we solely use mac, simple because of the reliability. i can't afford a workstation denying its service or spend a lifetime constantly rebooting and reinstalling a god damn operating system, protecting it against a million billion virusses, etc.

windows xp/vista imho is simply a joke, except maybe for "game" application - but gaming is not something you do in a professional business ;-) (ok - given you are not a company that develops games :-)

even so, we fortunately all can do bootcamp an run windows on mac. so i might do an xp installation later with a good bottle of whisky to soothe any aggressiveness the whole process with its stupid questions might give me ;-)

as for the advanced lighting we can switch to pc to set it up, but we could still do the world building on mac. i'm aware that for compiling a pc version of the game we would have needed a pc platform anyways, we just would't want to have to do the whole process of building the game solely on pc.

i just bought the basic version on your website and finally got it to run on the mac, there indeed seemed to be a problem with a font. still - the world editor crashes upon using e.g. the river editor or clicking a color picker in the object properties panel... any chance figuring out why that would be?

again, concerning game development on mac, 3d development might be a little behind
but as of mac osx 10.6.3 openGL3.0 and shading language 1.3 are said to be mostly fully supported and should be equivalent to most of direct3d's shader model 4.0

whether these are the needed conditions to realize similar features on mac i do not know but i pity the general opinion most game developers have of mac. macs are not bad just because everyone else uses pc
of course with that big of a lobby pc game development is much more advanced

i don't know if its really a matter of possibility on the mac to realize a next gen. realtime 3d environment on mac, or if simply noone wants to try due to the smaller number of customers...


#12
01/26/2010 (10:42 am)
Well, honestly, this isn't making much sense at all. And I certainly won't go off into a this-vs-that debate.

This isn't about liking or disliking something. On paper, OSX supports some stuff. In practice it doesn't. Though being a nice end-user desktop platform, this isn't a viable high-end gaming platform and Apple shows little incentive to push further in that direction. Their OpenGL drivers are simply trash.

But don't take my word for it. I invite you to find this out on your own.

As for creating content for AL on Windows using BL on the Mac, this was sort of my point above. In my eyes, that's not a good approach but again, don't take my word for it. Technically, it is possible.

Quote:i can't afford a workstation denying its service or spend a lifetime constantly rebooting and reinstalling a god damn operating system, protecting it against a million billion virusses, etc.

Sigh...
#13
01/26/2010 (10:59 am)
No offence, but since I am not a core developer i don't really care what apples drivers are compared to those on pc. Thats the job of the multi platform engine I bought. If i wanted to develop the engine myself I wouldn't be here, and I am totally ok with the mac version missing "some" features, as long as the project still runs on it (even without god damn shadows)

Besides Torque is warmly recommended by apple development network. So thumbs up!

Despite comparing apples to pears, any word on the crash problem with the river editor and color picker?