CMake is a pretty decent tool as well.

--------------------------------------------------
From: "Bob Somers" <magicbob...@gmail.com>
Sent: Wednesday, July 14, 2010 9:30 AM
To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com>
Subject: Re: [hlcoders] Compiling for mac

I've been using Premake to do just that on some of my personal
projects. Very cool tool. Written mostly in Lua, too.

http://industriousone.com/premake

--Bob





On Tue, Jul 13, 2010 at 3:58 PM, Harry Jeffery
<harry101jeff...@googlemail.com> wrote:
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:
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> >>>>
> >>>
> >>> _______________________________________________
> >>> 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:
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> >>
> >
> > _______________________________________________
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> please visit:
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> >
>
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> please visit:
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>
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