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Windows game developer about porting to and using OS X

shiningrocksoftware.com

51–60 of 205 posts

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

#51
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?

1 FPS sounds like software rendering. He probably accidentally requested some OpenGL feature which is not hardware accelerated in his GPU, so the whole pipeline transparently switched to software rendering to be able to fulfill his request.

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

#52
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 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 crash. VS2012/2015 seems to be generally stable. Visual Studio C++ IDE context operations, like finding references just doesn't work well at all. It finds so many totally irrelevant items.

Excited to try VS2015 with Clang support for Windows applications, with official support.

[1]: When it comes to personal experience, Apple's recent software quality seems to be shoddy. For example USB3 mass storage is stable only for a few minutes before a forced USB stack reset on my El Capitan Macbook Pro retina 13" 2015. Sigh. Impossible to do things like run virtual machines off USB storage on a relatively new $2k machine... At least without booting to Linux or Windows. Things like these make me seriously consider to stop using OSX as my primary machine.

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

#53
post #9

Earlier quoted context omitted.

I can attest that Visual Studio and Xcode can both feel laggy, especially with respect to C++ development and static analysis (Intellisense or whatever they call it). However, this may not be so much Microsoft's or Apple's fault as much as that IDE tools carry high overhead as they have to manage a lot of symbols from every header file referenced, including parameter lookups, etc. On top of that, I think Xcode (like…

Xcode checks your code as you type (90% of the time, sometimes early errors, e.g. in a header, make it give up completely on a file). Compiling still is a separate step. Current versions of VS do the same, though, even for C++.

Visual studio compiles as you type. It has to, to work with e.g. 'auto'. Vs has two compilers actually, one that compiles as you type (and tries to guess what you mean more), and one for the real compile cycle.

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

#54
post #34
post #12

>unix-like Not just unix-like, OS X is certified UNIX.

What does this atually mean (when compared to Linux, which is a UNIX clone)? That they have paid someone for a certificate? Is it more than that?

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

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

#55
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…

Dunno much about VC but the Xcode editor compared to Jetbrains IDEs (IntelliJ) is horrible, ABSOLUTELY HORRIBLE. I'm just talking about the code editor (storyboard editor and other tools are fine).

I'm missing Jetbrains code completion so hard and all those useful shortcuts like CMD+E, CMD+W, CMD+ALT+V, CMD+ALT+M, SHIFT+F6, CMD+SHIFT+UP/DOWN, CTRL+N, CMD+1..9, CMD+F9, ALT+SHIFT+F9/F10.

Guess I have to buy an AppCode license.

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

#56
post #43

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

Does anyone know whether he did the graphics too? It's not world class art, but it looks real good, so I'd be very impressed if that was the same guy too.

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

#57
post #43

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

Does anyone know whether he did the graphics too? It's not world class art, but it looks real good, so I'd be very impressed if that was the same guy too .

Answering my own question, the sidebar on the right says:

> Shining Rock Software has only a single developer doing all the software development, artwork, and audio.

I'm blown away. Really cool.

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

#58
I went the other way: last year I converted an OS X app to Windows. I hadn't used Windows for six years, and had forgotten most things.

It took two weeks to get the code compiling and running. That turned out to be the easy part. Getting the application performing well, feeling "native", and getting the bug count down took another six months.

I love Banished and I'd like to see a completed OS X port. But I'm not expecting this to be done, like, tomorrow!

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

#59
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…

XCode reference finding doesn't work fantastically for me. When I look for a symbol it puts in some strange characters that might be wildcards, but doesn't change the search mode. Means I end up doing string search most of the time.

VS is okay, not perfect. But I'd say it's better than searching for strings when you really want a type or function.

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

#60
post #20

So he's got a working port on an OS he's never seen before, in only 1 week? Does that seem extraordinarily productive to anyone else?

Not really. One of the major parts of the OSX port is opengl support which he has been working on since at least March. http://www.shiningrocksoftware.com/2015-03-14-porting-opengl...
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