Live data from Hacker News

Windows game developer about porting to and using OS X

shiningrocksoftware.com

121–130 of 205 posts

Re: Windows game developer about porting to and using OS X

#121
post #2

Xcode isn’t too bad. I wish the author told me more about it than just this. Can somebody comment on how it compares to recent VS editions these days? About 5 years ago I also looked into using OSX as main OS. As I've always been using non-commandline graphic text editors and IDEs for most coding that made XCode the go-to environment but I just couldn't deal with it even though I tried. I don't remember all details b…

I've been using XCode daily since version 3 and I still miss VS. XCode (IMO) is a festival of UX badness - can't change positions of navigator windows, can't change fonts/colors outside of source/console, the 'assistant' window (or whatever it's called this week) frequently opens up unexpected or unrelated files, refuses to stop trying to automatically balance square brackets, spews truncated errors and warnings over…

Does turning off the "Automatically balance brackets in Objective-C" preference not work? I like the feature, so I've never tried turning it off, but it sounds like it'd solve your problem.

You can also change the assistant editor to manual control: I frequently alternate between automatic, UI, and manual control of the right pane. There are some great keyboard controls to make it easier.

I don't use (need?) 'watch' in my debugging, but I thought the UI exposed a command for doing so (is that what you mean by integrated?). I think right clicking a value/variable has 'watch'. And I'm sure that LLDB has commands for it.

Re: Windows game developer about porting to and using OS X

#122
post #3

For me the most interesting part (and answer to it) why on OS X the game runs at 1FPS, whereas on windows machine with the same graphics card it runs just fine? What can make such considerable difference?

OpenGL is not the same everywhere even on the same GPU. Every driver can negotiate its capabilities with the client app. Apple has a software renderer that takes hold if client ask for an extension the gpu doesn't have, you have to ask a render surface in a specific way to get an error back when you ask ans unsupported feature. At least that was the case when I last worked on a OSX app. edit: found some reference fro…

This is a good hypothesis. A difference in a few FPS could be attributed to less efficient drivers on one platform, but dropping to 1 FPS sounds to me like he's hitting a software rendering path on one platform and is fully HW accelerated on the other. I admit, it's been over a decade since I wrote OpenGL drivers, so perhaps things have changed drastically and my intuition is out of date.

Re: Windows game developer about porting to and using OS X

#123
post #2

Xcode isn’t too bad. I wish the author told me more about it than just this. Can somebody comment on how it compares to recent VS editions these days? About 5 years ago I also looked into using OSX as main OS. As I've always been using non-commandline graphic text editors and IDEs for most coding that made XCode the go-to environment but I just couldn't deal with it even though I tried. I don't remember all details b…

I'm using both every day at the moment. - I don't spend a lot of time setting up the IDE, so it's important the defaults are sensible. For instance, it might be possible to change this, but XCode's code completion seems to be less useful than VC2015. I really need it to be near immediate, and I also need it to check string that may appear in the middle of a function name instead of just the start. Especially since NS…

Xcode compilations has been much faster for me. A Qt program i develop at work compiles in 2 minutes with Xcode and over 6 with VS 2013. Clang and GCC compile much faster for me than VS 2013.

Re: Windows game developer about porting to and using OS X

#124
post #111

Earlier quoted context omitted.

Furthermore SDL2 is absolutely fantastic and just works. You may say, you do not want to use it as it "just" abstracts away keyboard/mouse/controller input, window and GL context creation but these things are damn hard to get right.

As a current SDL2 user: it is not fantastic and it does not just work. - On Windows, DPI scaling is broken (ask for a 1280x720 window, get 1600x900) - On Mac, mouse locking is broken - On Linux, my Xbox gamepads don't work at all - Required several hacks before it could be used as a CMake submodule This stuff is under active development, which is shocking for such an established and widespread library. I'm glad it ex…

[deleted]

Re: Windows game developer about porting to and using OS X

#125

The fact that it’s running at 1 FPS is a little disheartening – I know the GPU is fast enough. I’ve got a Windows machine with an Intel Iris Pro 5000 that runs Banished just fine, which is the same graphics hardware in my MacBook Pro. I’ve got my suspicions as to whats going on but I have a bunch of testing ahead of me to make sure I fix the issue properly. Did the author buy a MacBook Pro just for this purpose? I'd…

The first thing the author talks about is their unfamiliarity with the Mac environment, and the game wasn't made for OS X in the first instance, which would suggest they did buy a Mac purely for an OS X port.

Re: Windows game developer about porting to and using OS X

#126
post #39
post #16

Earlier quoted context omitted.

DX12 is drawn from the same source as Vulkan (i.e. Mantle), so they aren't very different. It's just a NIH tool from MS for lock-in purposes.

With the difference that I can use it today .

Which is pointless if you are limited to a MS only walled garden. Also, rushing it out ahead just to be first isn't a plus if it has deficiencies that could be fixed before the release. Vulkan is developed with reasonable pace and it's good that they aren't trying to rush it out before it's ready.

Re: Windows game developer about porting to and using OS X

#128
post #2

Xcode isn’t too bad. I wish the author told me more about it than just this. Can somebody comment on how it compares to recent VS editions these days? About 5 years ago I also looked into using OSX as main OS. As I've always been using non-commandline graphic text editors and IDEs for most coding that made XCode the go-to environment but I just couldn't deal with it even though I tried. I don't remember all details b…

I can only speak for Xcode 5, but after I read an article similar to http://mattorb.com/xcode-behaviors-for-fun-and-profit/ that explained how to effectively use tabs and "behaviors", I am mostly a happy camper. I also replaced its clang/libclang.dylib with a more recent build, so I could have C++14 support.

Why are you two major versions behind?

Re: Windows game developer about porting to and using OS X

#129
post #101

"but then realized I could open a term window and that I was really using a unix-like system with a user interface that wasn’t X Windows." Where would one have to hide to retain this level of ignorance for so long?

When I read this, I couldn't help hearing "It's a UNIX system--I Know this" (from Jurassic Park).

Re: Windows game developer about porting to and using OS X

#130

> couldn’t figure out how an ‘All Files’ category was useful when browsing finder windows To this day I still don't see or find how it is useful.

It is a nice starting point for queries about files on the system as a whole rather than in a particular folder. i.e. Show me all of the PDF files I've used recently. Or find a file with name x but I have no idea where it is. `find / -name foo` vs `find . -name foo`
Post reply on HN