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Changes between Version 78 and Version 79 of dev/MacOSX


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Timestamp:
Dec 5, 2016, 3:07:49 PM (7 years ago)
Author:
ahedges
Comment:

update to progress in macHS16 branch

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  • dev/MacOSX

    v78 v79  
    1 = Mac OS X =
     1= macOS =
    22
    33[[TracNav(TracNav/TOC_Development)]]
    44
    5 [[Image(Big_Logo_Macintosh.jpg, 64, right, nolink)]]
     5Here's how to get Orxonox up and running (compiling, currently you can't play the game) on macOS. It should build on anything from 10.8 (Mountain Lion) upwards (64-bit binaries for Intel processors only). The following procedure was tested on Mac OS X 10.12 (Sierra).
    66
    7 Here's how to get Orxonox up and running on Steve Jobs' operating system. We support anything from 10.5 (Leopard) upwards, while keeping in mind that Orxonox currently only runs in 32-bit mode. The following procedure was tested on Mac OS X 10.6.4 (Snow Leopard).
     7== Current Status (as of December 5, 2016) ==
    88
    9 == Current Status (as of April 28, 2011) ==
     9It should compile with LLVM/Clang on the supported OS versions. Just follow the directions in the following sections. The problem is that you can't play the game right now due to loader errors.
    1010
    11 Finally! After about 8 months of development on Mac OS X, we have '''trunk compatibility'''. Getting the game to run has been simplified substantially: just do a checkout of the svn trunk (both source and data - detailed directions in the following sections). '''You don't actually need to download the dependencies by yourself, it's done automagically.'''
    12 
    13 Old info: Xcode 4 has been released, and Orxonox builds well with it too; even though you always have to select the target "ALL_BUILD" manually - we don't know why. Even more progress: Orxonox is now integrated into Cocoa, which means we have (at least for development purposes) a runnable App-Bundle. Once Orxonox has been built on your Mac, you can start it from the root of your build directory! Ooooh, and it has a nice icon too (thanks to [wiki:DamianFrick Mozork])! Orxonox builds perfectly (with a few warnings) on Mac OS X 10.6, either with Xcode or with makefiles. We were although not able to test Orxonox on 10.5 machines, please try if you have Leopard. Dependency package is available down below for you to try out.
    14 
    15 For Leopard (10.5) users: We've resolved the trouble with lua, but now ogg and vorbis are giving us a hard time in terms of downwards compatibility. Please follow the building guide at [http://www.orxonox.net/wiki/MacOSXDependencies "Dependencies for Mac OS X"], to build ogg and vorbis yourself.
     11Currently the dependencies are updated to use the right c++ standard library and are built for the x86-64 platform. The problem is that currently in the Lua library from CEGUI references it's symbols from the wrong library. This results in a run-time loader error at startup so you can't play the game right now. If you want to get it to run you have to compile the CEGUI dependencies yourself.
    1612
    1713== Nice To Know ==
    1814
    19 Porting Orxonox to Mac OS X has taken very long now and it wouldn't have been possible without the help of the community ([wiki:RetoGrieder 1337], [wiki:FabianLandau x3n], [wiki:DamianFrick Mozork] and many others). Although you can play Orxonox very well on the Mac, there is still a myriad of things that can and do go wrong - we'll be fixing those as we progress. One of the nicer new features is the addition of '''Cg shaders''' to Orxonox - maybe someone will manage to make a tutorial on that matter. And of course: we'll make a distributable Mac OS X bundle as soon as possible.
     15Porting Orxonox to Mac OS X has taken very long now and it wouldn't have been possible without the help of the community ([wiki:RetoGrieder 1337], [wiki:FabianLandau x3n], [wiki:DamianFrick Mozork] and many others). Although you can play Orxonox very well on the Mac, there is still a myriad of things that can and do go wrong - we'll be fixing those as we progress. One of the nicer new features is the addition of '''Cg shaders''' to Orxonox - maybe someone will manage to make a tutorial on that matter.
    2016
    2117== Prerequisites ==
    2218
    2319Lets assume you have a more recent installation of OS X (i.e. whatever we support: >= 10.8). To get you started, we first need to set up your development environment:
    24  * Xcode (version 4 or higher) it's free.
    25  * Cmake (You need at least 2.8.4. Get the prebuilt dmg-Image for Mac OS X: [http://www.cmake.org/cmake/resources/software.html Cmake])
     20 * Xcode (version 4.4 or higher) it's free.
     21 * Cmake (You need at least 2.8.4. Get the prebuilt dmg-Image for Mac OS X [http://www.cmake.org/cmake/resources/software.html Cmake] or a command-line version with Homebrew)
    2622
    2723== Source Files ==
     
    3834}}}
    3935
    40 Xcode 4 automatically integrates with our svn repo! How cool is that!
    41 To get the files with Xcode 3, you first need to open Xcode (I'd recommend you drag the app from /Developer/Applications/Xcode to your dock). Navigate to the menu item "SCM" up top on the menu bar:
    42 {{{SCM -> Configure SCM repositories…}}}.
    43 Add a new repository by pressing the "+" sign on the bottom-left of the pop-up. Enter all information according to [http://www.orxonox.net/wiki/SVN Subversion]. Click "OK" and you're set. Next, navigate to
    44 {{{SCM -> Repositories}}}.
    45 Do a "Checkout" of code/trunk and data/trunk. That's it, you can quit Xcode once the downloads are done.
     36Xcode automatically integrates with our svn repo. Do a "Checkout" of code/trunk and data/trunk. That's it, you can quit Xcode once the downloads are done.
    4637
    4738== Dependencies ==
    4839
    49 Orxonox has a pretty impressive list of dependencies and very few of them are pre-installed on our Apples. That's why we put together a package with precompiled dependencies for ease-of-use. Download below, extract it and place it into the directory where you have the data_extern and the trunk folders. '''NOTE: No need to download, or install the dependencies anymore. Everything's done automatically. The following link is just for reference and in case something goes wrong.'''
     40Orxonox has a pretty impressive list of dependencies and very few of them are pre-installed on our Macs. When building with cmake they are automatically downloaded. The following link is just for reference.
    5041
    5142|| Dependency Package || Version || Size || Notes ||
    52 || [http://svn.orxonox.net/ogre/apple/precompiled_dependencies/OrxonoxDeps_110530_3.0_OSX.tar.bz2 "Mac OS X"] || 3.0 || 24M || Package for anything beyond kicklib2 ||
     43|| [http://svn.orxonox.net/ogre/apple/precompiled_dependencies/OrxonoxDeps_110530_3.0_OSX.tar.bz2 "Mac OS X"] || 3.0 || 23M || Package for anything beyond kicklib2 ||
    5344
    5445=== Building the dependencies on your own ===
     
    7061|| ZLib (compression)               || (not yet specified) || - || Use Apple system version ||
    7162
     63LLVM/Clang (the default Xcode compiler) uses a different standard c++ library than gcc (libc++ instead of libstdc++, they are not binary compatible). So make sure that all dependencies are linking against libc++.
     64
    7265Apple Mac OS X uses the following library paths:
    7366 * /usr
     
    8174
    8275== Building Orxonox ==
    83 Once you have everything in place, fire up Cmake. Choose your source and build directories and click "Configure" (if you followed the tutorial to the point its {{{~/Development/Orxonox/trunk}}} for the source directory and {{{~/Development/Orxonox/trunk/build}}} for the build directory). Choose either Xcode or Makefiles as build mode, whichever suits your preferences. Check the correct locations of the dependencies and make sure you're using the right Apple SDK (MacOSX10.5.sdk or MacOSX10.6.sdk) and then click "Configure", followed by "Generate". In case you're using Makefiles as build mode, you can just follow the normal steps to compile Orxonox: [http://www.orxonox.net/wiki/Buildsystem Buildsystem].
     76Once you have everything in place, fire up Cmake. Choose your source and build directories and click "Configure" (if you followed the tutorial to the point its {{{~/Development/Orxonox/trunk}}} for the source directory and {{{~/Development/Orxonox/trunk/build}}} for the build directory). Choose either Xcode or Makefiles as build mode, whichever suits your preferences. Check the correct locations and then click "Configure", followed by "Generate". In case you're using Makefiles as build mode, you can just follow the normal steps to compile Orxonox: [http://www.orxonox.net/wiki/Buildsystem Buildsystem].
    8477Otherwise switch to Xcode, open up the "Orxonox.xcodeproj" file inside your build directory and hit "Build". Let it simmer, while stirring the soup from time to time, and you're set to play the game (Hopefully). Mind always keeping an eye on the "Current Status" section, for I will write there if you have to follow special instructions.
    8578
     
    8881
    8982== Debugging Orxonox ==
    90 Apple includes its own crash reporter that collects the call stack and additional information upon the crashing of an application. To make development a little easier, you will want to do the following things:
    91 
    92  * More to follow... (we're in the process of integrating our own crash reporter)
     83Apple includes its own crash reporter that collects the call stack and additional information upon the crashing of an application.