Mac OS X Progress

gorrit

30-01-2007 02:06:07

Hello,

I've just started out with Ogre, but using it from Python would be great. Unfortunatly, I'm on a MacBook and what I've found has not worked on Mac OS X (and installing Windows + a lot of IDEs etc just to make it work on the wrong platform doesn't seem so appealing) and I'm wondering what's the progress on running anything on Mac? From what I've read, python-ogre is the most likely candidate to produce a Mac port, is this correct? Does anybody has an idea of how long time it might take? And/or what's the things that are stopping the Mac port, have anybody tried to make one etc

Thanks for your answers :)

Game_Ender

30-01-2007 03:18:56

There is nothing stopping you from trying it right now. The build system used by python-ogre is cross platform (scons). It just carries a lot of dependencies. In a nutshell you must do the following:

* Figure out how to install GCC 4.0 on Mac. This is because GCC 4.1 has a problem with the ogre shared pointer and Boost.Python. It is possible that the Mac version doesn't have this issue, due to the fact that apple patches it so much.
* Checkout the latest Ogre source from CVS. Apply the patches from the Python-Ogre website and then compile the Xcode project.
* Download the mac dependencies from the Ogre website and/or compile them yourself. This might be an issue it is quite possible that you will have to patch both CEGUI and OIS in order to get them to work. You should talk to Justin Walsh (the ogre Mac mainter) to for tips on how to compile those dependencies from source if you need them. You might also ask him to post a wiki article on the subject.
* Download the latest Boost CVS, apply the new indexing suite included in the Py++ source tree and then compile it. Py++ needs the latest version of Boost.Python.
* Install cmake, Download the latest GCC-XML CVS and compile it.
* Install Py++, Pygccxml, and Python-Ogre from SVN
* Grab Scons 0.96.94.
* Proceed to generate wrapper code for OIS, CEGUI, and Ogre. Start to compile the code.

Don't forget to visit mailing list with any issues that arise.

monsterkodi

08-03-2007 10:38:09

I tried to build python-ogre from source on OS X and failed two times.
Right now I can only describe my experience as a nightmare.

I am really missing the original pyOgre, you only had to install SWIG and you were ready to run.

If anybody manages to get this python-ogre beast to work under OS X, please share your experience here. Until then I will try to get pyOgre to work with Eihort or start without using python at all.

Thanks in advance,
yours kodi

Game_Ender

08-03-2007 21:07:35

Did you post on the python-ogre mailing list? It won't be easy, and many of the same linux caveats will apply to you. You will almost definietly have to use GCC 4.0 and you will need to build Boost from scratch. Things will get better once Ogre 1.4 is release. PyOgre might work with 1.4RC but I don't think any of the new Ogre features will work. It might not be easier to build Python-Ogre right now, but it is easier to maintain.

andy

08-03-2007 23:46:30

As GameEnder mentioned we would be very happy to help with your compile issues via the Python-Ogre mailing list...

OS-X support "should" be fairly straight forward, however I'm sure there will be issues we will have to sort out...

mailto://python-ogre-developers@googlegroups.com

Cheers

Andy

monsterkodi

09-03-2007 10:55:06

No, i didn't post to the mailing list and the gcc that came with my system has a 4.0 version number.

Thanks for your offer to help, I will give it another try then.

See you soon on the mailing list :-)

yours kodi

andy

14-03-2007 03:11:29

As a FYI - Kodi has made great progress compiling Python-Ogre under Mac OS X (demos working with only a couple of minor :) issues to resolve)

He has written a great set of instructions that can be found [b]here[/b]

Cheers

Andy

ethankennerly

01-10-2007 00:04:43

At USC's interactive media program, I'm working with some colleagues to make a cross-platform networked "spaceship" using projectors as the viewport into space. Hardware is already in place. However, half the computers are Mac and the other half are Windows. I suggested Python-Ogre for flexible experimentation, but this issue with using Python-Ogre on Mac could be a big offset to the amount of time that we have to experiment.

Is there a binary of Python-Ogre on Mac? I have not seen one and from the forum posts I guess it's not in distribution. That would be nice.

A second alternative came to mind, rather than the long and arduous process of compiling Python-Ogre on Mac, was to write a Python-Ogre on Windows and try py2app to port to Mac. Is that impractical without having Python-Ogre Mac version built?

I'm admittedly lazy and am focused on programming the application's game mechanics, so I am saving the build on mac from scratch as the option of LAST resort. If there are any other shortcuts or pre-built steps I'd be happy to learn about these.

Thank you for sharing,

-- Ethan

Game_Ender

01-10-2007 03:38:45

There are no shortcuts for OS X and I don't think py2app working anywhere but on Macs. I believe all py2app does is wrapper you Mac OS X python interrpeter with your python code and its dependent modules.

You should be able to use the Ogre SDK 1.4.4 SDK though. Then all you have to do is get yourself Py++/GCC-XML, followed by your own custom compiled version of Boost. Then you can try your hand at getting the Python-Ogre build system working on OS X, don't fret too much it has been done before. If you have one of those 4 or 8 Core Xeon based Intel Macs you should be in heaven.

Python-Ogre is great for fun and rapid 3D application development, once its working on your machine. The problem is we don't have the manpower to both keep expanding the count of wrapped libraries (which is always happening) while at the same bringing the documentation and ease of install up to where it should be.