Game Development Community

Xcode project (not Xcode_iPhone) does not build...

by Lateral Punk · in iTorque 2D · 10/03/2008 (8:43 am) · 14 replies

I'm trying to build the regular xCode project for Mac that comes with iTGB so that I can have both the iPhone simulator running my app and also have a local Mac version too. But I'm getting a whole bunch of compiling errors:

../../source/audio/wavStreamSource.h:26: error: 'ALuint' does not name a type
../../source/audio/wavStreamSource.h:34: error: 'ALenum' does not name a type
../../source/audio/wavStreamSource.h:35: error: 'ALsizei' does not name a type
../../source/audio/wavStreamSource.h:36: error: 'ALsizei' does not name a type
../../source/audio/wavStreamSource.h:38: error: 'ALuint' does not name a type
../../source/audio/wavStreamSource.h:39: error: 'ALuint' does not name a type
../../source/audio/wavStreamSource.h:40: error: 'ALuint' does not name a type
../../source/audio/wavStreamSource.h:41: error: 'ALuint' does not name a type

I figure that you guys haven't maintained the regular Mac xCode project files? Is this the case? It's nice to be able to deploy to both platforms...if not anything for testing

thanx

#1
10/03/2008 (9:17 am)
@Lateral - Yes, we found that issue before you posted and almost have that resolved. When 1.0.1 goes out, you will be able to compile on PC and MAC, develop your game on PC or Mac, then deploy to iPhone simulator via XCode.
#4
10/04/2008 (12:43 am)
Amazing news Michael, looking forward to that update.
#5
10/04/2008 (7:03 am)
@Michael PC too...that's very cool news. If I'm working on a project on a PC can I drag all the files over to a Mac & have everything work in Mac iTGB? I'm just wondering if a development team could use PCs & Macs interchangeably for the iTGB work.
#6
10/04/2008 (10:53 am)
Let me elaborate. What you'll be able to do is compile your actual game on PC and Mac. This means using the editors, script work, and writing code in the engine. However, you'll still need to switch over to the Mac to test your game on the simulator or device.

@Bryan - In theory, you would be able to do this but I do not recommend it. Keep in mind that TGB has separate binaries for each OS, so if you make changes and compile on one OS you'll need to do so on the other. It's best that you pick one OS to develop on and stick with it until you need to run tests.

I will only be using the Mac for my own iTGB development and testing. That leaves less room for including platform specific engine code that will not allow iPhone testing.
#7
10/04/2008 (11:19 am)
@Michael Ok, that sounds about what I expected. For now all my development is on a single Mac, but projects tend to expand ya know. I was just curious what my options were.
#8
10/04/2008 (1:44 pm)
Michael.
How do I set up itge? I want to get the sample fps game (i cant find it) onto simulator
thanks
nick
#9
10/04/2008 (1:46 pm)
Michael.
How do I set up itge? I want to get the sample fps game (i cant find it) onto simulator
thanks
nick
#10
10/04/2008 (1:49 pm)
@Nicholas - I have not stated any immediate plans to work with iTGE. My plate is quite full right now.
#11
01/20/2009 (4:47 pm)

I'm a new user, I downloaded iTGB 1.1 yesterday and you still cannot compile for Mac cleanly.


Simon
#12
01/26/2009 (8:23 pm)
it doesn't work for me either.
It seems like the openAL is not linked. I see that it is on xCode_iPhone but not on xCode.
#13
01/27/2009 (4:33 am)
see the 1.1 feedback thread, dec 23rd

had the same prob. its because of broken symbolic links. you need to manually copy a few files around
#14
01/27/2009 (8:33 am)
Thanks Marc. that worked.