Irrlicht Now On The Mac!!!
Miscellaneous Forums/General Discussion/Irrlicht Now On The Mac!!!
now this surprise came outta nowhere... now B'Max users have a cross platform game 'engine' to work with...
GMAN!!! SWEENIE!!!! have you guys seen this!!!
http://irrlicht.sourceforge.net/ahhhh... i just looked up on the 'Max forum... it seems that GMan is already on it... looks like it's old news already...
--Mike
Yep Mike.. You're too late.. but you still get brownie points for being "not so late"
yes... now if i could only find the "gman is an instant pro on the mac" button i would be golden :)
officially, i have the mods compiled on the mac, but i am yet unable to link. all .a files that i could get folks to provide me were compiled using Xcode 2+ and they seem to not be compatible with Xcode 1.5, of which i have. when trying to link using this combo, i get malformed object errors. so, my goal right now is to rebuild the irrlicht project in Xcode 1.5 and recompile. i finally have that, but for some reason, one of the two exposed functions is not found by the linker when building a BMAX app. my lack of experience in the area and frustration has me at a standstill.
I have been unable to compile Irrlicht too. I'm going to wait until the OSX version gets merged with the official source before I try again.
yeah... all i've got in the download is a project builder pbxproj file... can i convert that to an xcode proj file?
--Mike
It should convert automatically, but for some reason, on my Panther iBook double-clicking on the project opens xCode, but nothing is loaded :S.
So it looks like a corrupted project file. I hope that for 0.15 version (or 0.16 or whatever it will be), a standard xCode 1.5 project will be included.
woot irrlicht.
Meh, BMax? BUT WOOT IRRLICHT. My C/C+ Engine starting point.
@Jedive - from what i understand, the included project is for Xcode 2+. just open and compile. ive had a couple different people do this for me, but i just dont think its backwards compatible. dont know why i didnt realize it before, but with a static lib, you dont have to export the functions. the fact that the linker cant find one of them should tell me something. ill have to see if i can dig further.