Compiling Quake on a Mac

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Baker
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Compiling Quake on a Mac

Post by Baker »

I'm considering getting a Mac so I'll have the availability of engine modding on all 3 major OS platforms.

If I have a Mac, what would I need to compile say the Fruitz of Dojo port or DarkPlaces for the Mac.

What do people use on a Mac to compile? (Windows = Visual Studio; Linux = gcc makefile; Mac = ?????)

Update: detailed instructions on how to compile Quake on Mac is at this new thread
Last edited by Baker on Wed Oct 29, 2008 6:34 pm, edited 1 time in total.
mh
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Post by mh »

xcode or something similar, I'd say, would be the IDE of choice, although given OS X's roots gcc or a mac-specific variant (I imagine there is one) should work fine too.
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