Game Development Community

ModernizationKit Beta (Mac)

by Alex Scarborough · in Torque Game Engine · 01/29/2007 (11:15 pm) · 54 replies

THIS THREAD IS NO LONGER IN USE, THANK YOU FOR YOUR COMMENTS. The official Modernization Kit thread can be found here

Let's stir things up a bit. (Please don't hurt me GG)

farm1.static.flickr.com/177/374234950_f5215e3da7.jpg

So, as some of you know, I've been working on adding crossplatform shaders to TGE for the past, oh, nine months or so. And about six months ago I scrapped all of my work and started over from scratch, making it easy to use, easy to integrate, and flexible.

Well, earlier today I hit my feature list for 0.8, cleaned up some dead code and thought that it would be really awesome if someone could go through, make sure it installs correctly, and try it out on their computer. And, as a mac dev, I only have a mac version. And oddly, 0.8 is listed as the first scheduled public release.

Anyone want to test it?

If you do, you can download the full source code, including all modified TGE files, all modified script files, and all shaders (there are quite a few) HERE!

[b]Current version is: v0006 released 2-25-07


This is for TGE 1.5 ONLY!

username = torqueUser
password = tMK60152

Thanks to the fabulous Jeff "Reno" Raab for letting me host this on the server he runs!

I can't guarantee this code will work, or even compile, on anything other than my personal computer!(eMac 1.42 GHz G4, Radeon 9600, 2GB RAM, Mac OS 10.4.8 for those of you who were interested.) Backup your copy of TGE if you use this! Actually, download a clean copy and play with that. I am not responsible for any damage done to your hardware or software as a result of using this!

A word on system requirements: You MUST have the latest version of Mac OS 10.4. You also MUST have a Radeon 7200 or better. Any attempt to compile or use this code on other configurations will quite probably result in a crash. Not that it won't crash anyways.

Also, you need to have the latest XCode developer tools installed, but I kinda assume everyone here has done that.

Now then, this isn't quite everything you need to get started. First of all, you should go here to download and install the Cg toolkit. You'll also need to copy the Cg.framework ( you'll find it in /Library/Frameworks/) bundle and place it in /lib/cg/macosx, which is where the bundled project file tries to find it.

If you don't want to deal with that, you'll have to get a little cozy with the project file to remove the references to the Cg.framework. You should also comment out #define SHADER_MANAGER_USE_CG at the beginning of mkShaderManager.h.

continued next post, silly character limit...
#21
01/31/2007 (9:43 am)
@ OneST8,

Great to hear!
#22
01/31/2007 (9:50 am)
@OneST8: Ok, I'll stop then :-)
#23
01/31/2007 (10:28 am)
Thanks for sharing this, Alex! Although I can't use it (as a Windows user without the knowledge to port it over) I'm still grateful for your giving it to the community :)
#24
01/31/2007 (10:34 am)
@ OneST8
Is it ready yet ??

Just kidding, Great to hear and looking forward to see your port.
#25
01/31/2007 (1:21 pm)
Anyone feel like sending me a demo I can play with :)
#26
01/31/2007 (3:07 pm)
This looks absolutely fantastic. Just when I was starting to get a little worried for having switched hook-line-and-sinker to the Mac this week, Alex comes through and pulls out a +1 like this. Well done! This gives me a great target to shoot for as far as setting up my dev environment on my new machine.

Speaking of SVN servers, I'm looking forward to having a box of my own that I could use for hosting projects like this.

Alex for the win!
#27
01/31/2007 (4:34 pm)
I gather that people are liking this code.

@Todd: There are a few platform specific changes because I added, oh, I don't know how many GL extensions. I know I at least doubled the number of gl calls Torque can make in the process of writing this.

@Jeff: Well, it was give it out to the community or essentially let it die out. Personal projects are nice and all, but without an influx of new ideas (and pesky bugs) they do get boring after a while. In short, I released it to make it better.

@Tim: I'm trying to get the next build ready today, and if all goes well I can certainly package up a demo and send you the link around 8-9 PM. Assuming you have a PPC Mac, of course. I don't really have the time to do a UB build on my poor slow computer.

@Clint: Donations of SVN space are certainly welcome. As long as Andy pelts me with 2-3 major/crash bugs a day there will be almost nightly updates.
#28
01/31/2007 (4:37 pm)
Thanks very much Alex.
#29
01/31/2007 (5:47 pm)
Hey guys,

Another build just went up (v0003) which includes a nice bunch of bug fixes, including normal map generation which works, some little issues with water reflection fixed up, and a crash bug fixed. Check it out! If you'd like to receive email notification of new releases, send an email to golantrevize AT comcast DOT net with the subject "MK Mailing list"

Again, I'm sorry that this is all being done through .zip instead of a nice SVN server, but as said, I lack a nice SVN server.
#30
01/31/2007 (5:55 pm)
Damn. And I just started compiling the "older" version :P
#31
01/31/2007 (6:39 pm)
Just a quick note... makin' progress on the Win32 port.

Also just merged in the v0003 changes to the mix so I'm all up to speed with that.
#32
01/31/2007 (11:00 pm)
@Tim and anyone interested in getting it running on a Mac Intel/PPC: going to compile it in Universal binary within an hour or two. I'll provide the .app only, so grab the other files from Alex's site.
#33
02/01/2007 (12:15 pm)
Looks good. Can't wait to see a Win32 port. ;)
#34
02/02/2007 (11:11 am)
V0004 just went live, which includes the usual couple of bug fixes, some code cleanup, etc.

Also new, the CppUnit library is now bundled with the download, and the project file uses the bundled library, which makes installation that much easier.

For those of you waiting for a Win32 port: This isn't it. But it is coming quite soon now, thanks to the awesome work OneST8 has done.
#35
02/02/2007 (6:59 pm)
Nothing fancy, just proof that it's "working". Need to clean things up and whatnot still. Haven't even played with any settings yet. Not that I'm going to waste any time playing around. Hoping for something released tonight (perhaps *late* tonight though).

(Edit: fixed links)
(Edit: fixed links, again heh)
#36
02/02/2007 (7:25 pm)
Good Job!
#37
02/03/2007 (6:06 am)
Keep up all the good work =)

Look forward to using this
#38
02/03/2007 (7:59 pm)
Alex! you really need to get some of that Specular highlights working on DIF files. would make the normal map/parallax map look soo much better
#39
02/05/2007 (3:31 pm)
There are some technical difficulties which are delaying the Win32 port.

For all you Mac users, while the Win32 port is being worked on, I'm not adding new features or anything like that, so things will be pretty quiet in general until this all gets worked out.
#40
02/05/2007 (3:40 pm)
Yikes!