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Ports Porting World Wind to different platforms.

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Old 09-25-2004, 12:58 AM   #1
cmaxwell
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If I were to start specing out the "road to success" for an OSX version of World Wind, what development software is the generally accepted standard? Visual Studio is what windows developers use, what about mac?

Same goes for Linux?

Thanks,
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Old 09-25-2004, 01:20 AM   #2
Felix Oxley
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Quote:
Originally posted by cmaxwell@Sep 24 2004, 03:58 PM
If I were to start specing out the "road to success" for an OSX version of World Wind, what development software is the generally accepted standard? Visual Studio is what windows developers use, what about mac?

Same goes for Linux?

Thanks,
I am not a Mac developer, however I believe that the standard used to be Code Warrior and is now shifting to Apple's own XCode development environment (free with OS X) and GCC.

I came here to post a question 'I am shocked that this only works on windows. Are there any plans for OS X / Unix versions?'. So I am glad to see some interest.

Is this idea just a twinkle in your eye or is it more definite?
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Old 09-25-2004, 01:42 AM   #3
cmaxwell
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Quote:
Originally posted by Felix Oxley@Sep 24 2004, 04:20 PM
I am not a Mac developer, however I believe that the standard used to be Code Warrior and is now shifting to Apple's own XCode development environment (free with OS X) and GCC.

I came here to post a question 'I am shocked that this only works on windows. Are there any plans for OS X / Unix versions?'. So I am glad to see some interest.

Is this idea just a twinkle in your eye or is it more definite?
it's much more than just a twinkle. Based upon responses today, the priority for porting has been elevated considerably. I just might need help on this though.
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Old 09-25-2004, 02:44 AM   #4
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Originally posted by cmaxwell@Sep 24 2004, 04:42 PM
it's much more than just a twinkle. Based upon responses today, the priority for porting has been elevated considerably. I just might need help on this though.
I look forward to the OS X version!

Also, have you tried contacting Apple about help with porting it over? I'm sure they would be interested...
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Old 09-25-2004, 03:08 AM   #5
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Quote:
Originally posted by Davey@Sep 24 2004, 05:44 PM
I look forward to the OS X version!

Also, have you tried contacting Apple about help with porting it over? I'm sure they would be interested...
I will bring this up with "the powers that be" B)
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Old 09-25-2004, 05:27 AM   #6
Richard Johnson
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Quote:
Originally posted by cmaxwell@Sep 24 2004, 04:42 PM
it's much more than just a twinkle. Based upon responses today, the priority for porting has been elevated considerably. I just might need help on this though.
Let me add yet another vote for a Mac version. Mac hardware is pretty well known for graphics capability and I bet this would really scream on a G5! (Unfortunately, I can't give you any pointers as to graphics packages for MacOS X, but I bet Apple would be willing to help. It'd make a great demo program for their hardware!
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Old 09-25-2004, 06:05 AM   #7
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Mono on OSX is like C in the olden days - editor and the command line. There is a editor called SharpDevelop but it is not anywhere close to VS.NET.

You will also face the same problems in the Mac port that you had in the Windows one -the OpenGL wrappers. And you have the added issues of what parts of Win Forms have been ported by the Mono team or rewriting the GUI in *cough* GTK#.

Most of the core seems to compile with Mono IRandom test of a few .cs files)
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Old 09-25-2004, 12:31 PM   #8
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I'd go for Eclipse, convert all code to Java and use OpenGL with JOGL. You then could use Java Web Start to distribute a single package for all supported configurations and you could use the same IDE (Eclipse) on all three platforms - Windows, Mac and GNU/Linux.

IMHO this is the easiest way to develop cross platform software. Of course all the C Sharp and DirectX things would need to be converted to Java and OpenGL, so it's quite a bit of work at first.
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Old 09-25-2004, 01:39 PM   #9
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Porting from a total .NET environment and DirectX9 to Linux or OSX will be fairly time-consuming. Why not just put the code out as Open Source? Ports to other platforms and to other languages (Java for example) will happen fairly quickly. What you should standardize/publish is the API / Network protocols for retrieving the images and for any other server access required.
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Old 09-25-2004, 07:27 PM   #10
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Quote:
Originally posted by mic@Sep 25 2004, 03:31 AM
I'd go for Eclipse, convert all code to Java and use OpenGL with JOGL. You then could use Java Web Start to distribute a single package for all supported configurations and you could use the same IDE (Eclipse) on all three platforms - Windows, Mac and GNU/Linux.

IMHO this is the easiest way to develop cross platform software. Of course all the C Sharp and DirectX things would need to be converted to Java and OpenGL, so it's quite a bit of work at first.
How is the performance of JOGL? Compared to the more traditional C++/OGL approach?
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