Porting to mac : xcode and references
by Dale Best · in Torque Game Engine · 10/09/2008 (3:17 am) · 4 replies
So i started porting our game to mac today, and getting the project files setup. The svn, i set that up and the process is moving along, i have a blank project and a blank target i386 app (using a new imac) so i setup the app and it runs cool, no worries.
I add the source files from our game (which worked fine, it tried to compile them all) but there is a missing reference which we used in VS (visual studio). For example :
engine/audio/audio.h
In vs, we added (path to engine folder) in the reference/additional header locations... This allowed us to say
#include "audio/audio.h"
and it would subsequently llook in SDK/engine/audio folder because of the reference.
Now in xcode i cant seem to find this additional directories setting because, i have changed the values all over the project (about 6 places) and none of them seem to find the files.
Am i missing something? i have searched the forums a bit...
In general is there a "guide to porting" that will explain how to add a source project into xcode from an empty project and setup the correct build targets and such? just out of interest.
FuzzY
I add the source files from our game (which worked fine, it tried to compile them all) but there is a missing reference which we used in VS (visual studio). For example :
engine/audio/audio.h
In vs, we added (path to engine folder) in the reference/additional header locations... This allowed us to say
#include "audio/audio.h"
and it would subsequently llook in SDK/engine/audio folder because of the reference.
Now in xcode i cant seem to find this additional directories setting because, i have changed the values all over the project (about 6 places) and none of them seem to find the files.
Am i missing something? i have searched the forums a bit...
In general is there a "guide to porting" that will explain how to add a source project into xcode from an empty project and setup the correct build targets and such? just out of interest.
FuzzY
#2
Funny enough i had managed to get the other stuff going ok, but one thing thats confusing the hell out of me is the development targets right?
i have the itge folder, and it builds and runs just fine on the mac, and i can play it actively on mac. including all the starter commands and what not. Now, what i wanna be able to do is setup a build target for the iphone. I added the iphone SDK variables, i switched the settings to build for iphone simulator and everything... But it doesnt compile at all lol...
What steps are involved in adding another build target? I havent been able to sign up for the iphone dev center yet i will soon i hope but for now these settings are lkilling me ;D
FuzzY
10/17/2008 (6:06 am)
Thanks gary, we had no internet for 2 days that was making things a bit slower. Funny enough i had managed to get the other stuff going ok, but one thing thats confusing the hell out of me is the development targets right?
i have the itge folder, and it builds and runs just fine on the mac, and i can play it actively on mac. including all the starter commands and what not. Now, what i wanna be able to do is setup a build target for the iphone. I added the iphone SDK variables, i switched the settings to build for iphone simulator and everything... But it doesnt compile at all lol...
What steps are involved in adding another build target? I havent been able to sign up for the iphone dev center yet i will soon i hope but for now these settings are lkilling me ;D
FuzzY
#3
Choose "cocoa touch" in the left hand pane, and application on the right. Sounds like a lot of work, but mostly I suspect that if you got the iphone/itorque/inda devkit from garagegames, it should already have targets set up appropriately?
Gary (-;
10/17/2008 (11:08 am)
Project->New TargetChoose "cocoa touch" in the left hand pane, and application on the right. Sounds like a lot of work, but mostly I suspect that if you got the iphone/itorque/inda devkit from garagegames, it should already have targets set up appropriately?
Gary (-;
#4
After updating we had the project files and all sorts and managed to get things running smoothly on the iphone simulator.
Thanks for the replies :)
FuzzY
10/23/2008 (7:17 am)
HMM, it seems that we had the wrong version of iTGE altogether (ill actually use the word "incomplete").After updating we had the project files and all sorts and managed to get things running smoothly on the iphone simulator.
Thanks for the replies :)
FuzzY
Torque Owner Gary "ChunkyKs" Briggs
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Gary (-;