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iOS / macOS #171
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It should compile on mac. Much like linux. You'd need to use the command line or hardcode the path to the ff8 files. But I don't have a system to try it on. I don't think Maki has a mac around either. We're currently playing around with the idea of switching engines. I'm experimenting on c++. Maki was fiddling with unity. |
Ok I'm going to try to take a look at it and see where I can get. I had just graduated with a 2yr degree in computer science and if I had to rate my skills, at an intern skill level, but with the lock down meaning I can't really job hunt, if you come up with some tasks appropriate to an intern level of skill I'd love to start helping in whatever engine. |
Well I ran the OpenGL Linux project, added a MacOSGameLocationProvider and got it to compile, but I'm getting some kind of runtime exception and unfortunately VS is not giving me a call stack but stopping execution and loading a copy of ExceptionServicesCommon.cs. I'm going to keep trying to figure it out, but any ideas would be appreciated. |
It might be throwing because it cannot find the game files. The class uses
some kinda exception collector that the coder made. I am not sure if that
class needs altered to work on Mac.
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You may need to step threw the code with the debugger. It should not take long as it's early in the process. |
Just found the call stack, it's an error having to do with libdl it looks like to me. I'm going to look at that a bit then try a manual step through if that doesn't work.
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https://github.com/Ruslan-B/FFmpeg.AutoGen I guess ffmpeg.autogen cannot find ffmpeg? It took me a bit of trail and error to get it to work on Linux. The site has a link for ffmpeg via homebrew. |
I noticed you wanted to do mobile ports, has anyone worked on a macOS port first? Didn't see anything but it's completely possible I missed someone's pr for iOS or macOS.
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