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Games on OSX
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Fresh-Faced Recruit
Join Date: Apr 2001
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Hello,
We are a developer of games for consoles and are now planning to support Mac OSX. I coded some games on Mac OS back when the PPC was first launched in the early 90's so I know Mac coding in "classic" mode. Games normally take about 18 months+ to develop, so our games will not be released for several years, therefore Mac OSX looks like the way to go. My questions are:
1. Is it possible to code for OSX using normal C (not ObjC)?
2. We don't want to use any frameworks if possible since our engine is multi-platform already. Are there any examples of native OSX code using OpenGL without frameworks?
3. Has the OSX event model/mainline changed from OS9? I haven't checked thoroughly, but the frameworks seem to hide a lot of the startup stuff that used to be done manually (i.e. init'ing the various managers).
Thanks for helping me get back on the Mac bandwagon : )
Brett Bibby
GameBrains
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Dedicated MacNNer
Join Date: Jun 2000
Location: Dundas, Ontario, Canada
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I can't remember all the languages that the free Project Builder IDE understands but I know that C is fine. You only need Obj-C when accessing the API (only Obj-C and Java have run-time typing which the API depends on), not writing the rest of the code (in fact, all the OpenGL stuff I played with is straight C). You can use straight GLUT OpenGL without accessing any frameworks (other than the GLUT frameworks). Most of the NeHe examples are written in straight GLUT and they work really well with almost no code modified from the windows versions: http://nehe.gamedev.net/opengl.asp
At the very worst you would need a few methods to map to the frameworks whose functionality you wanted without actually modifying your core code. Can't really help you with the event model changes. I never had time to learn enough about Classic before I got into cocoa.
Good luck and I hope someone else can be of more specific help,
Jeff.
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Addicted to MacNN
Join Date: Mar 2000
Location: London, UK
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Exactly... You might like to look at CoreGraphics and things for getting a framebuffer to draw directly into....
You can confine OS X code into just a few platform-specific files, of course. And all C code is fine in Obj-C (C++ isn't but you can bridge it if you really need).
You only need Obj-C for calling the COCOA frameworks. You can call Carbon in pure C should you really want to (That's what Alias/Wavefront or whoever do for Maya, since they already had a large C++ codebase and didn't want to spend ages writing bridging code).
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Fresh-Faced Recruit
Join Date: Apr 2001
Status:
Offline
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Thanks guys! It is nice to be back in a community of people that are helpful...
Brett
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Addicted to MacNN
Join Date: Apr 2000
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im having a bit of a problem here. i figured out how to do the openGL programming using just the GLUT Frameworks, and the Nehe tutorials.
right now i want to try and make a simple Cocoa-OpenGL Demo, and i cant seem to figure it out. i assume we have to use the NSOpenGLView somewhere, but i can't seem to figure out how to use it. ive looked everywhere for sample codes,tutorials,whathaveyou, but to no avail. could someone point me to a sample code, i just have to figure out how to initialize, resize and draw a view.
thanks.
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