• Dear Cerberus X User!

    As we prepare to transition the forum ownership from Mike to Phil (TripleHead GmbH), we need your explicit consent to transfer your user data in accordance with our amended Terms and Rules in order to be compliant with data protection laws.

    Important: If you accept the amended Terms and Rules, you agree to the transfer of your user data to the future forum owner!

    Please read the new Terms and Rules below, check the box to agree, and click "Accept" to continue enjoying your Cerberus X Forum experience. The deadline for consent is April 5, 2024.

    Do not accept the amended Terms and Rules if you do not wish your personal data to be transferred to the future forum owner!

    Accepting ensures:

    - Continued access to your account with a short break for the actual transfer.

    - Retention of your data under the same terms.

    Without consent:

    - You don't have further access to your forum user account.

    - Your account and personal data will be deleted after April 5, 2024.

    - Public posts remain, but usernames indicating real identity will be anonymized. If you disagree with a fictitious name you have the option to contact us so we can find a name that is acceptable to you.

    We hope to keep you in our community and see you on the forum soon!

    All the best

    Your Cerberus X Team

Hey macOS users out there

RaspberryDJ

New member
Joined
Jun 3, 2019
Messages
122
I want to use Xcode to manually compile the GLFW3 code that Cerberus (and Monkey) generates.
So I load the source code into Xcode, I change the version to the latest to allow 64-bit compilation, and after that it compiles just fine. My problem is that the binaries gets so much slower when compiled manually this way.

I think I need to change something inside Xcode.
 
Found it. In Xcode you go to Product/Scheme/Edit Scheme, and there you change debug to release. This will fix the speed.
For general compilation optimisations you should be able to go to the project's Build Settings and change Apple LLVM, but I leave that for later.

The problem is now that if I do this, MonkeyX-spit-out code suddenly refuses to compile? It compiles beautifully in debug mode). Cerberus' output can be compiled using both debug and release mode. But Monkey had to be slow debug :( The deal is that I wanted to learn from looking at what both compilers spit out. It would be an interesting experience and it would lay a great foundation when I start improving Cerberus.

I wanted to start with running old monkey code on a modern Xcode (of course the binary does not work) but the sourcecode did!
But as I said, only in debug mode.
 
I want to use Xcode to manually compile the GLFW3 code that Cerberus (and Monkey) generates.
So I load the source code into Xcode, I change the version to the latest to allow 64-bit compilation, and after that it compiles just fine. My problem is that the binaries gets so much slower when compiled manually this way.

I think I need to change something inside Xcode.
I wonder why you do this for Cerberus X. I am creating 64bit apps here just fine.
 
I'm doing it for learning basically. I try to learn both how Xcode works so I can do more native things if I need.
And to learn how Cerberus X works. And most important I want to see the differences in what Monkey X spits out and what Cerberus X currently spits out. I'm learning a lot from that when it comes to the things I want to change with Cerberus.
 
Iit is slow of course, but I Donn't give up early and it's the best way I know right now how to learn everything I think :)
 
Back
Top Bottom