Build environment and deployment on the Mac
#102
Posted 17 March 2012 - 05:14 PM
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#103
Posted 17 March 2012 - 08:41 PM
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#104
Posted 17 March 2012 - 09:48 PM
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#106
Posted 17 March 2012 - 10:35 PM
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#107
Posted 17 March 2012 - 10:42 PM
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#109
Posted 18 March 2012 - 01:29 AM
Geek377, on 18 March 2012 - 01:00 AM, said:
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#110
Posted 18 March 2012 - 10:14 AM
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#111
Posted 22 March 2012 - 12:35 AM
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#112
Posted 22 March 2012 - 05:30 AM
#114
Posted 28 March 2012 - 02:39 AM
Sonarpulse, on 24 March 2012 - 05:26 PM, said:
#116
Posted 29 March 2012 - 05:53 AM
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#117
Posted 29 March 2012 - 04:34 PM
#118
Posted 07 April 2012 - 12:54 AM
Wraitii, that's called "icon view", and it's the default. You are right in that it makes no difference in the Dock, Launchpad, or any Finder view besides Icon, though.
Edited by mk12, 07 April 2012 - 12:54 AM.
#119
Posted 25 May 2012 - 02:09 AM
- You need Apple's command line tools or similar, not necessarily Xcode, see http://trac.wildfire...nstructions#OSX
- You need to install CMake as part of the libraries script is to build NVTT with CMake
- Run libraries/osx/build-osx-libs.sh once, that will download and build the dependencies the game needs for OS X, in the default configuration (no SDK)
- Run build/workspaces/update-workspaces.sh to generate the Premake workspaces
- I would recommend a command-line/GCC build, the Xcode workspace is slightly broken on 4.0+ but you might get it to work
- When successfully built, you'll have a development version of the game as a loose binary (no bundle)
To build a bundle, the process is actually simple though it takes much longer and you need Xcode:
- Open build/workspaces/build-osx-bundle.sh in a text editor and change variables as needed (e.g. SYSROOT must point to your Xcode SDKs directory)
- It defaults to 10.6+ 64-bit build with Xcode 4.2+; it uses SVN too, so for Git it's likely necessary to comment out the svn commands from build-osx-bundle.sh
- It builds the libraries and game against the chosen SDK, creates the data archive, creates the bundle structure and copies the game files into the bundle
- At the end you should have a working 0ad.app bundle
- The DMG packaging is currently done separately and by hand
Building a bundle takes 45 minutes to an hour on a Core i7 2600K test system. A standard binary is around 5 minutes, though the initial library build adds around 20-30 minutes for me, of course a developer would only do that once when they first checked out the source code.
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#120
Posted 25 May 2012 - 02:51 AM
http://drnic.github.com/choctop/
although you need to set up a small ruby environment its easy and so worth it.
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