I asked a while back how they were doing cross platform. This is the
response from Alfred:

--------------------------
Hey Harry, we actually have our own internal tool we developed that
uses a custom project definition format that is processed into the
appropriate output files for each platform (so vcproj's under Windows,
Xcode projects under OSX).


- Alfred

On 13 July 2010 22:41, Dexter <dex...@linux.com> wrote:
> valve time joke here
>
> On Tue, Jul 13, 2010 at 3:37 PM, Michael Corsaro <corsa...@gmail.com> wrote:
>
>> I'm sure we will get it when Source Filmmaker is released....
>>
>> On Tue, Jul 13, 2010 at 1:24 PM, Adam Buckland <adamjbuckl...@gmail.com
>> >wrote:
>>
>> > From a post I saw on Garry Newmans blog, it appears they use make
>> > files (as he was compiling on Windows). If you look at the
>> > Portal/Steam for Mac release photo, however, Xcode is clearly visible
>> > in the dock. My guess is that Valve uses a system similar to the
>> > chromium project utilising scripts to generate .vsproj .xcproj and
>> > make files automatically. This would allow them to use Xcode, but
>> > still compile on non-Mac servers. As we already know that each
>> > check-in triggers an automatic build for all platforms, this sounds
>> > reasonable.
>> >
>> > Sent from my iPhone
>> >
>> > On 13 Jul 2010, at 18:11, Ryan Sheffer <darksk...@gmail.com> wrote:
>> >
>> > > I recently ported my own engine over to Mac and since it just uses gnu
>> > compiler and gcc or g++, really if your code compiles on a Linux distro
>> it
>> > will work fine on the Mac. Not sure if valve use Xcode IDE or make
>> files...
>> > Hope they use Xcode since it's very simple.
>> > >
>> > > On another note, if anyone is interested in making a hammer clone for
>> Mac
>> > / Linux I would be interested in helping out.
>> > >
>> > > ~Ryan
>> > >
>> > > On Jul 12, 2010, at 4:33 PM, Harry Jeffery <
>> > harry101jeff...@googlemail.com> wrote:
>> > >
>> > >> I don't actually own a mac tbh. One of our voice actors wants to
>> > >> compile for Mac as he owns one and wants to support the mac community
>> > >> when we release. I only use Windows 7 and Linux. The moment they port
>> > >> steam + the source engine to linux I'm nuking win7.
>> > >>
>> > >> A nice optimized install of arch linux will do me just fine. All I
>> > >> want is steam and TF2. CSS can come too.
>> > >>
>> > >> On 12 July 2010 20:37, Ryan Sheffer <darksk...@gmail.com> wrote:
>> > >>> You can't link enough to have MFC on the Mac though right? And it
>> > relies on windows stuff I would think. Who doesn't have at least windows
>> xp
>> > these days. :p
>> > >>>
>> > >>> ~Ryan
>> > >>>
>> > >>> On Jul 10, 2010, at 7:44 PM, "Rodrigo 'r2d2rigo' Diaz" <
>> > r2d2r...@gmail.com> wrote:
>> > >>>
>> > >>>> Actually, it's still useful when your target is a machine that
>> doesn't
>> > have
>> > >>>> .NET Framework installed. And you can statically link the MFC
>> > libraries to
>> > >>>> your executable.
>> > >>>>
>> > >>>> 2010/7/11 Ryan Sheffer <darksk...@gmail.com>
>> > >>>>
>> > >>>>> Hammer is very old and back in those days MFC was actually...
>> decent?
>> > I
>> > >>>>> cant
>> > >>>>> imagine using it these days. :p
>> > >>>>>
>> > >>>>> On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy <
>> > silverpowe...@gmail.com
>> > >>>>>> wrote:
>> > >>>>>
>> > >>>>>> On 7/9/2010 7:08 PM, Harry Jeffery wrote:
>> > >>>>>>> Has valve released the code update so a mod can be compiled on
>> mac?
>> > >>>>>>> The mod I work for is nearing release and we're looking into
>> > releasing
>> > >>>>>>> for windows and mac, prehaps at the same time.
>> > >>>>>>>
>> > >>>>>>> Do I have to port the mod to source 2009 though or can I just
>> keep
>> > the
>> > >>>>>>> source 2007 code base?
>> > >>>>>>
>> > >>>>>> No. From what I understand, it's on Valve time at the moment, so
>> > it's
>> > >>>>>> effectively in limbo.
>> > >>>>>>
>> > >>>>>> And yes, you will have to port your mod to SE2009. The only Source
>> > >>>>>> engine they ported and plan to port to Mac (and eventually Linux?)
>> > is
>> > >>>>>> SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D
>> > engine
>> > >>>>>> branch ported too, but that's the only mainline engine we're
>> likely
>> > >>>>>> going to get. I seriously doubt they want to port the older
>> engines
>> > over
>> > >>>>>> to Mac/Linux, when they've outright refused to rewrite their SDK
>> > tools
>> > >>>>>> for portability (apparently they're nasty MFC-based
>> monstrosities).
>> > >>>>>>
>> > >>>>>> It's a shame, because it'd mean I wouldn't be tied to Windows
>> nearly
>> > as
>> > >>>>>> much as I am now. I really miss Unix-based OSes and tools.
>> > >>>>>>
>> > >>>>>> --michi
>> > >>>>>>
>> > >>>>>> _______________________________________________
>> > >>>>>> To unsubscribe, edit your list preferences, or view the list
>> > archives,
>> > >>>>>> please visit:
>> > >>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >>>>>>
>> > >>>>>>
>> > >>>>>
>> > >>>>>
>> > >>>>> --
>> > >>>>> ~Ryan ( skidz )
>> > >>>>> _______________________________________________
>> > >>>>> To unsubscribe, edit your list preferences, or view the list
>> > archives,
>> > >>>>> please visit:
>> > >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >>>>>
>> > >>>>>
>> > >>>> _______________________________________________
>> > >>>> To unsubscribe, edit your list preferences, or view the list
>> archives,
>> > please visit:
>> > >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >>>>
>> > >>>
>> > >>> _______________________________________________
>> > >>> To unsubscribe, edit your list preferences, or view the list
>> archives,
>> > please visit:
>> > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >>>
>> > >>>
>> > >>
>> > >> _______________________________________________
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>> > please visit:
>> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >>
>> > >
>> > > _______________________________________________
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>> > please visit:
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>> > >
>> >
>> > _______________________________________________
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>> >
>> >
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>>
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