Compilation under Mac OS X 10.42 and Xcode2
by Michael Austin · in Torque Game Builder · 07/26/2005 (10:28 pm) · 3 replies
I have recently purchased my first mac for the exclusive purpose of co-developing my game on that platform. I am not an experienced mac developer in the least. With that said, I was hoping that I would be able to load the project in T2d/pb and build. However, what I get is an error involving a forward definition of 'struct ResManager' from compiledEval.cc. In my C++ experience in visual studio, the syntax looks fine. I've used Forward declarations before, and normally they FIX compiler problems...
Is there a reason/fix to build this for the mac, or would it be best to wait until the next release? Any pointers to resources for mac development?
I need to compile this because some of my code is fast and slick in c++, but would be a hog with torque scripts data structures (VERY LARGE nested arrays and such). The data structures themselves are so simple that I have no doubt they would integrate nicely if I could get this to compile.
Thanks for all your help!
Mike
(It's been years since I've had this much fun developing. Part of it is this great contributive community, and part of it is the simple beauty of torque extracting away everything a game developer would prefer not to see :) )
Is there a reason/fix to build this for the mac, or would it be best to wait until the next release? Any pointers to resources for mac development?
I need to compile this because some of my code is fast and slick in c++, but would be a hog with torque scripts data structures (VERY LARGE nested arrays and such). The data structures themselves are so simple that I have no doubt they would integrate nicely if I could get this to compile.
Thanks for all your help!
Mike
(It's been years since I've had this much fun developing. Part of it is this great contributive community, and part of it is the simple beauty of torque extracting away everything a game developer would prefer not to see :) )
About the author
#2
Thanks for the response!
Mike
07/27/2005 (7:39 am)
Huh. You know, I spent about 20 minutes using search to find something like this in the forums or the resources, and somehow I was able to miss every key phrase used in that post. Well, off I run to see if this work :)Thanks for the response!
Mike
#3
07/27/2005 (7:59 am)
The threads here will definitely work. I have successfully compiled the T2D under 10.4.2 on a PowerBook. I unfortunately don't remember everything that was done to my code, but I could always diff it (no custom code added yet).
Torque Owner Brian Painter
Scrith Productions
www.garagegames.com/mg/forums/result.thread.php?qt=29512
Switching the compiler back to GCC 3.3 seems to be the way to go. There's a "how-to" part way down the thread (by Chris Cockcroft, Posted: May 06, 2005 23:51).
I did have another look at compiling under 10.4 / xCode 2.1 with GCC 4.0 but ran into the same problem with the "offset()" macro. I think that this has been changed in TGE 1.4 but I'm only a T2D owner so can't access the forums that may have the details...
...and, on my current project, I want to see how far I can go with just TorqueScript. So far, so good :-)