Windows game developer about porting to and using OS X
shiningrocksoftware.com
Windows game developer about porting to and using OS X
1–10 of 205 posts
Re: Windows game developer about porting to and using OS X
#2I 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 but in general it just felt inferior to VS on like all fronts, with no advantages of any kind (for C++). Again, IIRC, but it did annoying things like opening the same document in multiple windows, one for editing and one for debugging or so? Anyway, what's the state today?
Re: Windows game developer about porting to and using OS X
#3What can make such considerable difference?
Re: Windows game developer about porting to and using OS X
#4Re: Windows game developer about porting to and using OS X
#5Xcode 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…
But I do not do much iOS/OS X GUI development, so I am happy with the terminal/vim.
Re: Windows game developer about porting to and using OS X
#6OpenGL on OS X is still behind the times, and so far it's not even clear if Apple will add Vulkan support when it will come out.
Re: Windows game developer about porting to and using OS X
#7For 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?
Though interesting that it's an Iris Pro, MacOS used to have the best Intel drivers as Apple pulled them in-house. ATI and NVidia have always treated MacOS as a secondary target.
Re: Windows game developer about porting to and using OS X
#8For 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?
Re: Windows game developer about porting to and using OS X
#9Xcode 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…
For me it's just feels too heavy and laggy, though I cannot compare to VS. But I do not do much iOS/OS X GUI development, so I am happy with the terminal/vim.
On top of that, I think Xcode (like Eclipse) compiles your code as you type, leaving you no surprises until you need to link...
Re: Windows game developer about porting to and using OS X
#10For 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?
To put it shortly - you can't just assume "it's all OpenGL so same code will work the same".