Game Development Community

3D (MIT version) for Mac

by ERICK MIRANDA M · in Torque 3D Professional · 09/25/2012 (7:58 pm) · 20 replies

Hello, I've downloaded Torque 3D (MIT version) from github but the executable is only for windows.

Is there a version for Mac, a tutorial or something like that, help me to compile a executable for OSX, with Xcode for example?

Thanks in advanced!!!

#1
09/26/2012 (7:41 am)
@ERICK - No, not yet. We had R&D code for an OS X port, which I gave away for free to the CE users. However, that is not fully compatible with what is available in the OS repository.
#2
09/26/2012 (8:11 am)
Waiting impatient for a Linux MIT version....if I can help let me know.
#3
09/26/2012 (8:51 am)
@Michael_Perry Thanks for the answer, I will be waiting soon the release for MAC users.

And as @michael if the Mac community (me for example) could help in some, maybe the MAC 3D version will be compatible in a little while.
#4
09/26/2012 (8:53 am)
@michael:
No one at GarageGames is working on a Linux version at this time. I'll be looking at Bank's headless (dedicated server) Linux changes in the near future for merging into the development branch.

If you would like to have a Linux graphical client working soon, I would recommend rallying the community troops.

- Dave
#5
09/26/2012 (9:01 am)
@ Dave. Where/how to apply?

Most easy should be a single Unix version. (Linux,Mac,FreeBSD) Or, as it runs fine in Wine 1.4, we only need exporters.


#6
09/26/2012 (12:08 pm)
No, you'd use Cocoa on OS X.
#7
09/26/2012 (2:05 pm)
@michael:
There is no place to sign up. Just fork the repo and start working on what interests you. You could start a forum post and find others that are also interested in helping out.

Down the road we could have people sign up to some particular tasks, but I wouldn't let that stop you right now.

- Dave
#8
09/26/2012 (2:07 pm)
@Ronny:
Yup. Ideally the current Carbon code would be rewritten to use Cocoa.

- Dave
#9
09/26/2012 (11:08 pm)
Why bother about a patent troll's stuff, when we could use QT on all Unix, or even on all OS?
#10
09/27/2012 (7:28 am)
@michael:Cut it with that patent troll shit.
#11
09/27/2012 (9:47 am)
@michael:
Going with Qt for the window and platform support has come up a couple of times in the past. It is a neat idea so long as you're OK with adding a dependency on Qt to your game. For a non-game project that may be just fine.

The only thing that is stopping it from happening is someone making it happen. I would approach it as an entirely new platform layer. Take a look at any of the platformXXX directories (the most complete is platformWin32) for what could be replaced with Qt code.

- Dave
#12
09/28/2012 (2:18 pm)
@michael, seen you say this like 3 times now, which has made me bite.
Whether or not it runs on wine has no impact on the difficulty to port T3D to Linux, we need to have the functionality added to the engine to run natively on Unix/Linux with X/Cocoa/QT or whichever.
There is no easy "exporter".

Hopefully an experienced Linux/GLX/OPENGL dev can take notice and add this for us, I've personally tried but its way beyond my knowledge of how.
On the MAC side apparently once the CE has finished adding more complete MAC support, they may port the changes to the MIT version which would be excellent.
#13
12/25/2012 (4:09 pm)
one question, if Torque3D MIT is ported to mac or linux which physics engine would be used? bullet, ode, newton?
#14
12/25/2012 (11:33 pm)
Bullet would be a good alternative.

Though, I recall there being PhysX SDK's for Mac/Linux.
#15
12/26/2012 (6:53 am)
There's already some code in place to help tie to bullet if I recall....
#16
12/30/2012 (1:35 pm)
@Michael: Forgive me if this question has been answered elsewhere (I couldn't find it): I'm a CE user, but I don't recall seeing the Mac port code offer. Was that merged into the CE repository, or do I need to request a separate zip of the sources?
#17
12/31/2012 (9:43 am)
Quote:
I'm a CE user, but I don't recall seeing the Mac port code offer. Was that merged into the CE repository, or do I need to request a separate zip of the sources?
No, it was not merged into the CE. Those few who received the code from GarageGames and were working on it have not come forward with a final port.
#18
12/31/2012 (6:31 pm)
Thanks! I think I found out how to gain access to a port of the code for testing purposes:

http://www.garagegames.com/community/forums/viewthread/130724/17#comment-838476
#19
01/04/2013 (2:35 pm)
@David: I'm open to any assistance with the mac os x port ...

www.garagegames.com/community/forums/viewthread/131322/3#comments
#20
01/04/2013 (5:58 pm)
Happy to help in whatever way I can. Thanks!