I think most of the dependencies like SDL1.2 and espeak-ng should build on Mac 
ok. The problem one is the very old Spidermonkey which as I understand it does 
not build on modern Mac. I don't have a Mac to verify this unfortunately. 
However, one path is to modernise to a newer Spidermonkey on Linux and Windows 
assuming there is a version that works on modern Mac (which there should be 
since Firefox exists on Mac) and can be made to work with the game. 
    On Tuesday, 21 October 2025 at 12:56:26 GMT+13, Ethan C 
<[email protected]> wrote:  
 
  
Provided that the code does not use GNUstep-only libraries or APIs (such as 
GNUstep-only APIs in Base or Gui), it should be possible to compile any GNUstep 
application for macOS if you generate a new Xcode project. You should use the 
native macOS APIs (Foundation and AppKit) or else the application will not 
behave like other Mac apps.
 
Since it supported macOS a few years ago, before the architecture change, what 
did the architecture change do to prevent it from being compiled for arm64? Is 
there x86_64-specific assembly or violations of the new security requirements 
for arm64? If the build is not working for unknown reasons, you might want to 
generate a new Xcode project with the existing source code.
 On 10/20/25 18:51, Michael Rans wrote:
  
 
 The Oolite game (https://github.com/OoliteProject/oolite) was originally 
developed on Mac but now only works on Windows and Linux using GNUstep due to 
the Mac architecture change a few years ago. What would be the best approach to 
port the application to modern Mac (with regard to the Objective-C/GNUstep 
part)? For example, is it best to try to use the Mac APIs directly or to 
compile GNUstep Base for Mac if that's possible? Are there any gotchas or 
blockers to look out for? Are there any examples of projects using GNUstep that 
work on modern Mac as well as Windows and/or Linux? 
  
  
  
  
     

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