OSX compatibility?

OSX compatibility?

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Thank You!! I can't wait to check this out. I'm on an Intel Mac... I believe all the libraries you mention are cross-platform. Have you had anyone test out the engine on OSX yet?

woops, I missed the mention of the win32/Dx dependency, though I know Ogre3d claims abstraction over Dx and OGL. What might prevent this from running on an OSX intel mahine?

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Thank You!! I can't wait to check this out. I'm on an Intel Mac... I believe all the libraries you mention are cross-platform. Have you had anyone test out the engine on OSX yet?

woops, I missed the mention of the win32/Dx dependency, though I know Ogre3d claims abstraction over Dx and OGL. What might prevent this from running on an OSX intel mahine?

Hey CJ,

No one has tried in on OSX. I would be very interested to know if you can get it to work. The biggest dependencies on Windows are DirectX and .NET. DirectX is used by Ogre3D... however, you should be able to use OpenGL instead of DirectX (OpenGL is just a separate plug for Ogre). The scripting system uses .NET... but you can feel free to disable the scripting project (it's not used in the demo at the moment). In the bin folder you will find Smoke.gdf... delete the reference to the scripting system (you might need to remove it from Demo.cdf too).

Now here are the big challenges. There are a few systems that also depend on DX. These is SystemInput and SystemFire. SystemInput uses DirectX's input support. But that's easy enough to replace (or disable). SystemFire uses DirectX for some of the math calculations. Our math library should support all the needed functionality... we just didnt have time to get all the DX out of there.

Good luck and let me know how it goes!

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