The future for the Mac build

Discussion and announcements regarding the Mac port… er, original version of Oolite.

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hiran
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Re: The future for the Mac build

Post by hiran »

phkb wrote: Sun May 18, 2025 12:15 pm
We'll have to press pause here while I reassess what might be possible.

I'm just going to step out for a moment.

I may be some time.
Fair enough. You gave an arm and a leg - yet we are asking for more.

Would it be ok to document what you have done so someone could take over?
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Cholmondely
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Re: The future for the Mac build

Post by Cholmondely »

I've just had another stab with oolite-1.90a2-Mac-TestRelease (downloaded 8th June).

Yes, the frame rate drops substantially when Thargoid Wars OXP unleashes its invasive hordes and merry heck breaks loose. (I'm hoping to try out the TR version and see if I can measure it - but would there be something which adds both the frame rate and the number of entities bouncing around to the latest.log?). - I've added cag's fps_monitor to my cocktail mix.

But the sound has yet to conk out early as it always does (it usually lasts for around two jumps ... or dies immediately in a Thargoid Wars-type fracas.


So there seems to be something right about it! Might there be a trade off between sound and frame rate?
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Re: The future for the Mac build

Post by phkb »

Plan A was for Bogatyr to return and take over. That plan hasn’t worked out. So, plan B was for me to set up a working Mac build environment (not a hacked together VM) so that I can do proper testing myself, without having to wait 24 hours for another Mac user to try things out. With that environment set up, I’m also going to be looking at that OpenGL to Metal translation layer, to see if we can a full update working.

I’m waiting to hear back from a local friend of mine who might have a old MacBook (circa 2018) lying around I can borrow so I can avoid the approx $400-$500 price tag a second hand one still costs.
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Re: The future for the Mac build

Post by Cholmondely »

I've now been using this version solidly for a month.

1) No more infuriating problems with the sound

2) No crashes

3) The only minus is the frame rate diving - which happens when there are 600+ entities in the system and I'm in combat. But I'm also running a whole host of horrendously complex OXPs laden with timers and stuff in a mix of some 250-300 oxps.


My vote is that it is better than the old.
Comments wanted:
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Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: The future for the Mac build

Post by phkb »

Cholmondely wrote: Tue Jul 15, 2025 6:00 pm
My vote is that it is better than the old.
I'm hopefully close to getting a real Mac to do some proper testing. Like, in the next week. We'll have to see how it goes, though - I find everything harder to do on a Mac. (And please, before any Mac-person responds, that comment is about *me*, not the platform. I'm just too used to programming on Windows that making the jump to working in a "Mac" way makes every step take much, much longer).
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