DoubleDeez/UnrealFastNoise2

Support for macOS

Closed this issue · 5 comments

Hi!

Thank you for this plugin! Really useful!

I would like to expand it adding support for macOS. Can you tell me briefly how to achieve that?

Thank you!

Hey, I don't have a mac to test on but my post on how to (maybe) get it working for Android should apply to Mac as well: #4 (comment)

Let me know how it goes

Oh yes, thanks, sorry I'm not used to cmake. This is how to make it work:

  • cmake -S . -B build -D FASTNOISE2_NOISETOOL=OFF -D FASTNOISE2_TESTS=OFF -D BUILD_SHARED_LIBS=ON
  • cmake --build build --config release

But the problem now is that I get files that are not ddls.

~> ls build/lib
libCorradeUtility.a          libMagnumImGuiIntegration.a
libFastNoise.a               libMagnumSceneGraph.a
libFastNoise.dylib*          libMagnumShaders.a
libMagnum.a                  libglfw3.a
libMagnumGL.a                libimnodes.a
libMagnumGlfwApplication.a

So I think you need to support that name as well:

macOS: Dynamic libraries on macOS typically have the file extension ".dylib" (e.g., "libFastNoise.dylib").
Windows: Dynamic libraries on Windows have the file extension ".dll" (e.g., "FastNoise.dll").

Okay I made a new branch (https://github.com/DoubleDeez/UnrealFastNoise2/tree/multi-platform-support) with some changes to FastNoise2.build.cs that will hopefully support Mac (and iOS and Android).

I've added the binaries for Mac (and linux) so you should only need to pull the branch and try building. Let me know how that goes @andraghetti

Thanks for your effort and sorry for the late response! I ended up using this plugin so I could build the original FastNoise2 and link it automatically without having the binaries saved in a usually gitignored folder (Binaries).

Anyway, your branch works so I think we can close this.

Thanks for verifying!