Game Development Community

T3D -- OpenGL support? MAX OS X? Linux ??

by Jeff Yaskus · in Torque 3D Professional · 08/13/2012 (2:09 pm) · 44 replies

So, has there been any change in porting T3D fully to Max / Linux ?

Last posts I could find, mention openGL porting and Mac OS X drivers as the road block.

But I haven't seen any updates since 2009 ... and recently became involved in a project whose intended target is schools --- which all use MAC OS.

And when searching the GG forums, came across a recent post
www.garagegames.com/community/forums/viewthread/129581

where Richard states the following ... which piqued my curiosity;
When we get back up and running on Mac OS X it should get us an OpenGL renderer that might be easier to port back to Linux than trying to wade through the DirectX to OpenGL path, but there's no word on when that'll happen.

Is it a strictly OS X issue? namely, crappy drivers were mentioned as previous cause of delays.
Or is it an OpenGL issue? If so, what exactly ?

Was the code partially ported, then stopped when roadblocks encountered??

And if openGL is resolved, will it also allow it to then run on Linux builds as well?

If Advanced Lighting is an issue ... can't we work on a build that just uses basic lighting??

... I'm not asking for someone to do all this, just want to know the current state of things.


TGE compiles and works under Linux / Mac OS X / Windows OSes, right? (I had the license)

Maybe I should consider that as a possible solution if T3D is still years from a working *nix port.

Besides, T3D just looks so much better!
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#41
10/26/2012 (10:11 am)
Jeff you'll want to make the same change that this did and the changes in the file above it too if you haven't already done so in the Linux pull request work. Yes I know you're not explicitly working on Linux, but the change needs to be done on all platforms as templates aren't suppose to specify a storage class.
#42
10/26/2012 (2:26 pm)
Nathan@ Awesome, that is exactly the info I needed to hear!
#43
12/13/2012 (4:38 am)
Any updates around the mac port?
#44
12/30/2012 (3:27 pm)
Progress has been slow, with starting a new RL job and holidays, etc...

Would like to it up for assistance from other devs -- merging the previous mac port with the MIT release is more difficult that expected.

So, as a possible middle step ... I've cleaned up the codecandy "mac port" which I believe was based on the T3D engine somewhere between 1.1 and 1.2 releases.

Replaced all of the licensing headers, etc to match the MIT release version. and removed the Chinatown assets, replacing it with those from the MIT Full template.

Its not perfect and only works with basic lighting ... but it compiles and runs on Mac OS X 10.8 ... and could be a starting point for others to assist with moving the port forward.

If interested in gaining access to this "Beta Mac port" ... send me an email at:
jeff_yaskus@hotmail.com

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