On 18 Aug 2006, at 20:32, Curtis L. Olson wrote:

This might be an appropriate place to jump in and express our critical 

need for a Mac developer (or 2 or 3) who can take over the reigns of 

building and packaging FlightGear for the Mac OSX platform.  Our 

previous developer who handled this up to v0.9.9 needed to move on to 

other things and he has left a big vacuum that no one has yet stepped 

into fill.


Calling all Mac developers!  We still don't have v0.9.10 built for the 

Mac platform. :-(


Oh boy.

First, I believe there /is/ a binary of 0.9.10 kicking about, no idea if it's universal or not.

Secondly, I do have a working FG tree on mac, but have been super-ultra-busy this summer, and will continue to be so until October. The good news is, in October I'm getting a Mac Pro (currently I only have a 1Ghz PowerBook), which should make building and running FG a pleasure rather than a 120 second chore each time I need to start it.

Thirdly, I do have X-Code projects for PLIB, SimGear and FlightGear, that work. The problem is there's a fair set of source changes to makes them build (practically all to do with changing include paths to be of a Mac-friendly form). This means you can't use the projects on a virgin CVS checkout, which is something I really need to sit down and fix .... but I haven't had the time.

So, I am very very reluctant to step up to the maintainer plate, because I know my time availability can alter drastically. On the other hand, I am able to contribute code at random intervals (in the form of patches); it's the release engineering side of things that gets me down. If I fix up my project files, and get them added to CVS, then anyone with access to a Mac can build packages, and we can produce a shell script that runs 'xcodebuild' (the command-line driver) and the packaging tools to produce a complete disk image. (I've done this for one of the WorldForge clients, and it works pretty well)

Hopefully this combined with some other offers help might result in a long-term Mac build solution.


James


PS - Mac development and flying would be a lot easier if it wasn't for the glacial startup times, so if any cross-platform people want to optimise any area, that would be my suggestion. Even on my 1Ghz PB, I can get 20-30fps once flying, but  90 seconds (it feels like hours, but I've timed it) is just ridiculous. Last time I profiled it, character processing of the nav DBs was a pretty high offender, any chance of switching to a cached binary format? Maybe even one that can be loaded incrementally? Especially if Durk and co are adding airways, taxi-way routing, etc, etc.


--

Ignorance more frequently begets confidence than does knowledge.


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