The MPQKit and Riven X projects are ready for Leopard. You should have no problem building them using Xcode 3 for all supported architectures. If anything does go wrong, please let me know.

  2 Responses to “MPQKit and Riven X source ready for Leopard”

  1. Ohh how is RivenX going? Do you accept donations as incentive? :)

    Please keep OS-X-specific code and platform-independent code nicely separated on RivenX, I’d love to have a Riven-Linux! Is MHKKit platform-independent?

  2. I don’t accept donations yet. If you really must, by PayPal account is bahamut@macstorm.org

    Unfortunately, RIven X and MHKKit are heavily dependent on Mac OS X technologies. The core of MHKKit is pure-C and Objective-C, but movie loading depends on QuickTime and the audio decompressors depend on Core Audio.

    I’m aware of one other other project (which I can’t disclose) to create a new Riven engine that will be cross-platform. The goal with Riven X was to provide the best experience on Mac OS X by being a native application and taking full and direct advantage of the platform’s native APIs.

    The source code is open though, and clearly the hardest part in creating a new Riven engine is all the internal game logic. Riven X can help others there :)

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