t; Sent: Wednesday, July 14, 2010 9:30 AM
> To: "Discussion of Half-Life Programming"
> Subject: Re: [hlcoders] Compiling for mac
>
>> I've been using Premake to do just that on some of my personal
>> projects. Very cool tool. Written mostly in Lua, too.
>>
CMake is a pretty decent tool as well.
--
From: "Bob Somers"
Sent: Wednesday, July 14, 2010 9:30 AM
To: "Discussion of Half-Life Programming"
Subject: Re: [hlcoders] Compiling for mac
I've been using Premake to d
I've been using Premake to do just that on some of my personal
projects. Very cool tool. Written mostly in Lua, too.
http://industriousone.com/premake
--Bob
On Tue, Jul 13, 2010 at 3:58 PM, Harry Jeffery
wrote:
> I asked a while back how they were doing cross platform. This is the
> respons
I asked a while back how they were doing cross platform. This is the
response from Alfred:
--
Hey Harry, we actually have our own internal tool we developed that
uses a custom project definition format that is processed into the
appropriate output files for each platform (s
valve time joke here
On Tue, Jul 13, 2010 at 3:37 PM, Michael Corsaro wrote:
> I'm sure we will get it when Source Filmmaker is released
>
> On Tue, Jul 13, 2010 at 1:24 PM, Adam Buckland >wrote:
>
> > From a post I saw on Garry Newmans blog, it appears they use make
> > files (as he was co
I'm sure we will get it when Source Filmmaker is released
On Tue, Jul 13, 2010 at 1:24 PM, Adam Buckland wrote:
> From a post I saw on Garry Newmans blog, it appears they use make
> files (as he was compiling on Windows). If you look at the
> Portal/Steam for Mac release photo, however, Xcode
>From a post I saw on Garry Newmans blog, it appears they use make
files (as he was compiling on Windows). If you look at the
Portal/Steam for Mac release photo, however, Xcode is clearly visible
in the dock. My guess is that Valve uses a system similar to the
chromium project utilising scripts to
I recently ported my own engine over to Mac and since it just uses gnu compiler
and gcc or g++, really if your code compiles on a Linux distro it will work
fine on the Mac. Not sure if valve use Xcode IDE or make files... Hope they use
Xcode since it's very simple.
On another note, if anyone is
I don't actually own a mac tbh. One of our voice actors wants to
compile for Mac as he owns one and wants to support the mac community
when we release. I only use Windows 7 and Linux. The moment they port
steam + the source engine to linux I'm nuking win7.
A nice optimized install of arch linux wi
You can't link enough to have MFC on the Mac though right? And it relies on
windows stuff I would think. Who doesn't have at least windows xp these days. :p
~Ryan
On Jul 10, 2010, at 7:44 PM, "Rodrigo 'r2d2rigo' Diaz"
wrote:
> Actually, it's still useful when your target is a machine that doe
Actually, it's still useful when your target is a machine that doesn't have
.NET Framework installed. And you can statically link the MFC libraries to
your executable.
2010/7/11 Ryan Sheffer
> Hammer is very old and back in those days MFC was actually... decent? I
> cant
> imagine using it these
Hammer is very old and back in those days MFC was actually... decent? I cant
imagine using it these days. :p
On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy wrote:
> On 7/9/2010 7:08 PM, Harry Jeffery wrote:
> > Has valve released the code update so a mod can be compiled on mac?
> > The mod I work
On 7/9/2010 7:08 PM, Harry Jeffery wrote:
> Has valve released the code update so a mod can be compiled on mac?
> The mod I work for is nearing release and we're looking into releasing
> for windows and mac, prehaps at the same time.
>
> Do I have to port the mod to source 2009 though or can I just
Has valve released the code update so a mod can be compiled on mac?
The mod I work for is nearing release and we're looking into releasing
for windows and mac, prehaps at the same time.
Do I have to port the mod to source 2009 though or can I just keep the
source 2007 code base?
_
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