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Windows game developer about porting to and using OS X

shiningrocksoftware.com

131–140 of 205 posts

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

#131
Well I sold my macbook pro because I wasn't able to build my ogre project properly. For years. Also there was some OIS (not iOS, OIS) input issue. It comes from apple force feeding Cocoa into opengl apps, or something like that, which can only be remedied by using some SDL hack.

Anyway, I don't really care anymore, I bought a thinkpad instead. Cocoa is just something I just can't even.

My experience has been pretty different. I'm not a professional developer though.

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

#132
post #90
post #54

Earlier quoted context omitted.

Yes, it means that someone payed money for a useless certificate. Nothing more, nothing less. BTW, Linux is UNIX too! http://www.opengroup.org/openbrand/register/brand3596.htm https://en.wikipedia.org/wiki/Inspur_K-UX

So all APIs provided by all Linux distributions fully support the POSIX specification to the smallest detail?

Maybe after some nonsense like "export POSIXLY_CORRECT" and defining a few macros.

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

#133
post #77

Earlier quoted context omitted.

An alternative is Cocos2d-x, but they manage memory using a single autorelease pool.

I might be wrong, but I think I remember that Cocos2d-x uses SDL under the hood.

From what I can gather, not with V3 and above. I think starting V4 they will go render-agnostic so they can use Vulkan and Metal.

Besides, there is more than rendering for a decent engine. Managing controls in an agnostic way is nice to. I am actually working on adding better control-events so it can wrap Windows, Windows phone, Apple TV and External controllers easier.

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

#134
post #43

Has he developed this game all by himself? How can people be so productive? Develop, test, market... This is just crazy.

Not just he has developed the game, but also made the art, sound and everything you see from the game, this guy has ultra high levels of productivity.

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

#135
post #131

Well I sold my macbook pro because I wasn't able to build my ogre project properly. For years. Also there was some OIS (not iOS, OIS) input issue. It comes from apple force feeding Cocoa into opengl apps, or something like that, which can only be remedied by using some SDL hack. Anyway, I don't really care anymore, I bought a thinkpad instead. Cocoa is just something I just can't even. My experience has been pretty d…

Working through the Ogre issues on OS X is like a rite of passage, I thought?

I tried multiple times to contribute OS X fixes to the Ogre code base. They're not hard things --

1. Use SDL not OIS.

2. The symlinking is broken.

3. Link the frameworks properly.

There was one more thing, I think. Just minor issues that probably have crept into the codebase because no one is able to contribute the fixes.

It's Ogre. It's not OS X.

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

#136
post #126
post #39

Earlier quoted context omitted.

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.

Professional game developers don't have any issues with walled gardens.

That is how the industry has survived the 1983 crash due to race to bottom quality.

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

#137
post #52

Earlier quoted context omitted.

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 crashes maybe once or twice a week for me. VC doesn't. Only once per week? Lucky you. Sometimes XCode has crashed for me several times per hour. Sometimes it works for a while. Sigh Apple [1]. The fact XCode uses clang as a compiler absolutely rocks. That said, Visual Studio 2012 just crashed earlier. I guess it was some bug in Window splitting or something, did some unusual things with that just before the c…

Try using the left usb port.

I have the same MBP and while the it'll drop anything on the right one that's more intensive than a flash drive, the left one has no such issues. Lot of reports of the same "solution" working floating around.

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

#138
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…

> - On Linux, my Xbox gamepads don't work at all

Really? I use Linux full time at home and I've never had problems with 360 controllers either when developing with SDL2 or playing games built with it. Are you talking about original Xbox and/or Xbox One controllers?

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

#139
post #133

Earlier quoted context omitted.

I might be wrong, but I think I remember that Cocos2d-x uses SDL under the hood.

From what I can gather, not with V3 and above. I think starting V4 they will go render-agnostic so they can use Vulkan and Metal. Besides, there is more than rendering for a decent engine. Managing controls in an agnostic way is nice to. I am actually working on adding better control-events so it can wrap Windows, Windows phone, Apple TV and External controllers easier.

> "From what I can gather, not with V3 and above. I think starting V4 they will go render-agnostic so they can use Vulkan and Metal."

That would make sense, last time I touched it was back in 2012.

> "Besides, there is more than rendering for a decent engine."

For sure, but Cocos2d-x is a complete software framework and SDL is meant to be a library. Although I would grant that it would make sense if the author would choose to use a game engine for his game.

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

#140

> Apparently my vi command muscle memory hasn't faded. Back in the day I did most of my dev work on Solaris. I then spent 4 years as CTO as a startup that was pretty much only Windows. When I subsequently went back to working at a unix shop I was initially struggling with vi as I tried to read some of the C++ code. I couldn't remember commands, was having to refer to the man pages every few mins. It was torture. A co…

When I used to play piano as a kid, this happened to me all the time.

Sit me in front of the piano and I'll mindlessly bang out the song I've been practicing. Make me think about it in the middle and I'll forget what comes next.

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