Comments (7)
macOS update is complete. User must ensure that SDL2 is installed and /usr/local/* directories are include and binary searchable because the install script puts the SDK files there.
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@shayneoneill , you can't build libTilengine.so because the core is closed source, and I haven't released binaries for Mac yet. Sorry!
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Wouldnt it just be easier to include the sources and let the community sort it out?
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Tilengine is coming to OS X. So far I’ve installed OS X Mountain Lion (10.8) inside a VMWare virtual machine, installed libSDL2 framework, installed command-line tools for Xcode, and built libpng from source. I still have some minor issue building the Tilengine shared library but the final product is near.
Once it’s done, I’ll have to research how to install development libraries in OS X. Any information is welcome because I’m not a Mac user at all.
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OS X support completed
I've successfully built Tilengine library and run all the samples under OS X, here I attach a screenshot for proof. Now I just have to learn what are best practices in OS X to distribute and install shared development libraries and headers, and then I'll do a public release.
Apple devs: any guideline is welcome.
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Generally speaking theres two ways to do it. You can include a .so as you normally would for linux, or you can create a .dylib framework. .dylib , like mac apps are pseudo-file directories you can stuff headers and the like into which makes them rather pleasant to work with in Xcode, and you can do a few fancy tricks like put multiple architectures (aka "fat binaries") in the same binary file, for instance including an IOS and OSX version together. And so on.
If I can figure out how to drive private message on this thing, I'll send you my email address and I can do testing on my box, if you wish, and let you know how far off target you are.
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Ok, looks like there isn't a way to send you a private message on github. My email is shayne dot oneill at gmail . If you want me to review your packaging , blast me a message there and I'll see how I can help.
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Related Issues (20)
- Sprite rotation capabilities HOT 1
- Memory corruption in "shooter" example HOT 3
- Crash when resuming animation HOT 1
- Unable to build on MacOS HOT 1
- non-initialized blinking borders when switching to fullscreen HOT 2
- V bindings HOT 1
- Tileset ordering in tmx file causing exception HOT 1
- Get tile returns incorrect tiles info type HOT 1
- Unable to build Tilengine HOT 1
- Actor.c from Samples dir, doesn't work HOT 1
- libretro port HOT 2
- Sprite not drawn after calling TLN_SetNextSprite HOT 2
- Tiled integration HOT 2
- real game source code HOT 1
- Getter for Layers, Tilemaps, Sprites, Tiles, ..., user data for callbacks, palette tile attribute, multiple tilesets per tilemap, and bug with TLN_SetTilemapTile()
- Pausing Specific Animations HOT 3
- Issues with custom overlay HOT 5
- Steps to reproduce the crash on exit in TLN_DeleteTileset
- Map layer with multiple .tsx files causes memory issues HOT 1
- TLN_GetTilemapTileset2 returns None/NULL HOT 5
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