Live data from Hacker News

Windows game developer about porting to and using OS X

shiningrocksoftware.com

201–205 of 205 posts

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

#201
post #137

Earlier quoted context omitted.

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.

Left USB3-port seems to work if I also remove SD card from the reader. Interesting.

Here's some conversation about it if you're interested https://discussions.apple.com/message/18997143#18997143

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

#202
post #201

Earlier quoted context omitted.

Left USB3-port seems to work if I also remove SD card from the reader. Interesting.

Here's some conversation about it if you're interested https://discussions.apple.com/message/18997143#18997143

That discussion seems to be from 2012. And the USB issue is still not solved in 2015 Macbook Pro Retina? Sigh...

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

#203
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…

I'm having a terrible time in VS2015 so far. When debugging I get very frequent hangs of the whole environment. I haven't managed to find a solution to the problem yet.

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

#204
post #64
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 use both on a regular basis, VS for my job and XCode for hobby work. I prefer VS because it performs better when editing and navigating the code base ( it is actually faster to run in it inside VirtualBox than XCode natively ). Also VS has code navigation and editing features that XCode lacks. For instance if you want to do a find/replace in VS you can double click on a word do Ctrl+H and the word you selected popu…

For the find/replace in VS, you don't need to first double click on a word. You just need to stand anywhere on it and press Ctrl+H

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

#205
post #146
post #142

Earlier quoted context omitted.

... And those developers are generally right. I would use SDL in Linux ports of things because it is the closest to a reasonable native API on Linux (which says more about Linux than SDL actually). But even having done so I would then use native APIs in Windows, OSX, etc. If your standard of quality is high enough, it won't really be possible to reach it using a blanket API like SDL everywhere.

It's reasonable to keep native code when you already spend months / years working with it. Or if you're huge company with hundreds of programmers that want to have own everything. Though when it's relatively new game with own engine and small team maintenance cost for own cross platform code going to be high. Even on Windows there is tons of small problems that already solved within SDL. It's really not fun to debug…

IIRC Valve uses SDL for some things but also goes around it and uses platform APIs for other things.
Post reply on HN