Comments (2)
I managed to get a macOS VM set up and did some initial work on a macOS port, see fcbbfc2. It now compiles for macOS, but I have no idea if it runs yet since the VM I'm using doesn't have OpenGL support, so I can't go much further than this.
from principia.
Bit late, but I did some more work when I figured out how to do OpenGL in a VM, and now the game works on macOS.
I would still need assistance from someone who owns some Apple hardware to do more testing and bring the port to a usable state. I've set up CI for macOS that generates app bundle artifacts, and compilation instructions are here if the builds don't work.
from principia.
Related Issues (20)
- Controller support
- Player-controlled object tracking
- Shadows disappear when the shadow's object is out of the screen HOT 1
- Opening level in sandbox cuts off last byte of file HOT 1
- Robot Manager targetting an absorbed robot crashes the game on Windows with certain inputs HOT 6
- Switching to CalVer
- WASM port using Emscripten
- TODO issue for 2024.02.29 HOT 5
- Holes in terrain HOT 2
- "Disable third layer" flag does not affect the "Builder" tool in Adventure mode
- Joint strength problems in Connection Edit and Multi-Select
- Glitchy Jittering Scrolling on Levels
- There is no way to know the "Alpha" value of a "Pixel" object after switching to GTK 3. HOT 1
- Crash when trying to destroy a bomb from the "Bomb launcher" if the robot holding it is dead.
- New dialog for the pixel on GTK UI backend HOT 1
- Runtime setting to change main community site domain HOT 2
- Make OpenGLES available on non-Android
- GCC 14 breaks building Principia
- Longer long description for F-Droid
- crash on Android when loading prevoius levels HOT 2
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from principia.