Port to MacOS #1
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makecurrently assumes GNU/Linux and X11:-lrtdoes not exist on macOS. The rest of the X11/GL stack does not either. raylib itself already supportsPLATFORM_DESKTOP/ GLFW on macOS (Intel and Apple Silicon). The engine sources should too -- they only talk to raylib.Done when
make(or a documentedmakeinvocation) builds on macOSmake run assets/alice.vnrsopens a window and plays the scenemake help,make clean,make nukestill make senseLikely work
Makefile.macos)-lrt/-lX11/ probably-ldlon Darwinfindis fine on macOS; no need to invent a new source globOut of scope
.appbundles, notarization, Game Porting Toolkit, iOSPatches to
develop, please.masteris releases.hi! i'll work on it. @Parthen do you have intel mac? i can test only on apple silicon
Cool! @sw1pr0g
I do not, but I plan to get Mac mini somewhen to this winter.
My bad, didn't thought about it. Idea is that we in the future should be able to compile all of Vinora with assets to single binary which will run on any MacOS system.
My concerns is:
I'm unfamiliar with whole Apple devices, so I genuinely don't know.
Yes, right now. A pure x86_64 binary runs on Apple Silicon Macs through Rosetta 2 (Apple’s binary translation layer). It is not classic emulation — Rosetta translates x86_64 code into native arm64, so performance is usually very good (often 70–90% of native). But Rosetta 2 will remain fully available through macOS 27.
Apple deprecated OpenGL in 2018 and froze their implementation at OpenGL 4.1. They strongly push Metal, but they have not removed OpenGL yet. Framework still works on all current macOS versions.
@Parthen
My current thinking: we should ship a Universal Binary (Apple recommends it) — a single file that contains both x86_64 and arm64 slices. It will run natively on both Intel and Apple Silicon Macs without needing Rosetta.
@sw1pr0g
Yeah, sounds like the right thing.