Originally Posted by RiotBrentmeister
It's a decent way to start. We went through several strategies when tackling the port. There are several places throughout the code which use Windows API calls; these obviously had to be reworked and coded to the Mac as well. Sometimes this is as simple as making the equivalent Mac API call but sometimes there isn't one.
Additionally compilers can generate different sets of instructions based on the same line(s) of C++ code. Finding and resolving these bugs can be very very difficult in many cases.
On my freshmen year game project, we attempted to make our game cross-platform with linux, as that was the OS of choice for a couple of the team members. I don't remember a lot of what we tried, but I do remember a lot of preprocessor blocks that, based on which compiler we were using at the time (g++ vs VS), loaded different headers and libraries.
Is this sort of the same device used in the Mac port, or do you have infinitely better ways of doing thing?