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GameMonkey Script • View topic - cannot build on the XCode?

GameMonkey Script

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PostPosted: Mon Dec 19, 2011 4:02 am 
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I created a xcode project to build the gamemonkey project, but many errors generated, Im try to edit code, but cannot makes it all ok.
So, I give up. Who had build successfully on the XCode?


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PostPosted: Tue Dec 27, 2011 9:07 am 
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Does any body bhild gamemonkey on the xcode successfully?


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PostPosted: Thu Feb 02, 2012 2:32 pm 
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I did. But I think I did a couple of things in order to compile and run gm successfully on Xcode.. I'll try to remember what the steps are and post them here later..

However, I only managed to build for 32-bit architecture, the program crashes on 64-bit. Will try again on 64-bit when I have time.


Last edited by wihu on Mon Feb 06, 2012 12:22 pm, edited 1 time in total.

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PostPosted: Mon Feb 06, 2012 12:19 pm 
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Ok, here you go, as some are written in the GameMonkey FAQ:
1) Add all the src\gm *.cpp and *.h files to your project except gmDebugger.
2) Add or create a platform config file such as src\platform\osx\gmConfig_p.h. --> I found this in gmScriptEx source.
3) Add some ready made bindings and helpers from src\binds as you desire.
4) Compile these files with your project, or build and link them as a separate lib.

After this point,
You'll get an error saying that there is no 'gmint',
5) Add to gmConfig_p.h
typedef gmint32 gmint;

6) Add to your header search paths in Build Settings (Assuming you are using Mac OSX 10.6 SDK):
${SDKROOT}/usr/include/c++/4.2.1 ${SDKROOT}/usr/include/c++/4.2.1/i686-apple-darwin10

it will complain about some namespace doesnt exist,
7) Go to Build Settings and search 'compile source as', set to 'C++'.

8) Lastly, you'll need to download source and compile it for osx platform.
Then add the compiled static library to your project.


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PostPosted: Sat Mar 08, 2014 8:44 am 
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PostPosted: Sun Mar 09, 2014 11:24 pm 
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That change looks safe to me BinaryDad. I guess that compiler doesn't like to auto cast from enum to int.
I build 64bit on Intel and I see my gmInt is 32bit. If your gmInt is 64bit, you may just want to cast to 'int' instead of 'gmInt' if it compiles for you.


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PostPosted: Fri Apr 03, 2015 2:46 pm 
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PostPosted: Sat Apr 04, 2015 3:35 am 
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Welcome back BinaryDad. Glad to hear you're having some success.
Thanks for describing your changes to get Mac OSX working. Try to share some of your code changes when you can.


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PostPosted: Sat Apr 04, 2015 10:09 am 
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I'll share my changes ASAP. The only question I have is, what is the preferred method? Shall I send you a zip with the changes, or do you want me to branch the github repo and submit changes there?


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PostPosted: Mon Apr 06, 2015 8:28 am 
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I'm a GitHub noob. I'm not sure what the best or easiest thing is to do.
I'm guessing that your code has diverged a lot from mine, so branching from my repo may take more effort.
Perhaps start by attaching a .zip to the forum. If I have time, I will add configs and integrate changes that are compatible with my build. No promises though. At least your code will be here help anyone else.
Do what ever is easiest for you.


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PostPosted: Mon Apr 06, 2015 1:24 pm 
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The version of GM was from a virgin 2.29.4 installation, so the code isn't SO different. Once I'm happy that I haven't broken anything, I'll zip it up and attach it.


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