Mac OSX installer for Irrlicht 1.5.1 available
Posted on:August 20 2009
There is now a OSX irrlicht 1.5.1 installer available at sourceforge:
(provided by bitplane). It installs to /Library/Frameworks and has projects for compiling as a shared library.
Now on Apple's website:
Unfortunately they said the company is "bitplane.net" (from my Apple developer company ID I think), but thankfully links to irrlicht.sf.net. Also they shortened the description and removed the credit I gave to YASS for the screenshot.
I downloaded and installed this today and also built the source and examples and tried them all out. Some comments.
The first and most serious problem was that the include folder is not in the mac source included in the distribution.
As a Mac programmer, I recommend that you dispense with using an installer, and switch to zip files. Mac programmers know where to install things, and they might not want them installed in the root Library. Most likely for development they want to either build it themselves, or put it into their user account Library.
Alternately, provide install options, but really, it's the wrong approach. Installers are for end users.
Please make the source (and project) available as separate downloads. Assuming the Mac project is in the SVN repo, of course I could have just gone there and probably wouldn't have had to download the Windows zip separately just to get the headers, but it's nice to have a release version without mucking with SVN. Anyway, svn is obsolete. Consider mercurial or git.
When I build the demos in the Mac project, I get around 50,000 warnings, to do with API visibility conflicts. I am not much of a C++ coder, so I don't know exactly what that means or how to fix it--it's a linker warning, not a compiler warning.
A few of the demos don't build at all without fixing the build settings--they don't have a search path for the library. Personally, I found it easier to make some changes at the root project level and remove most of the custom settings for the various demos, including switching to build for the current OS and the current architecture (not much point in building a universal binary for a debug build).
Thanks for making this available for Mac, though. I appreciate it. I don't think I'm going to use it as is, but I am using it to learn about architectural ideas for 3D engines.
Oh, it would be nice if the demos recognized that they are on Mac OS X and just went with OpenGL. I think the Hello, World example does this. Having to type in the console for a graphical app is a bit funny.
Hi, I found that the warnings are a result of a build setting being different between application projects and framework: "inline methods hidden". Overriding that setting to NO at the root of the project got rid of the 50,000 warnings. At the end, there was only one warning left. I'm afraid I don't know the benefits of setting inline methods hidden, or the implications of turning that setting off.
Enter the missing letter in: "In?ernational"
[url] www.example.com [/url]
← Previous Post
Next Post →
Imprint and Data Policy