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vdrift-mac's Introduction

VDrift - Open Source Racing Simulator

VDrift OS X Dependencies

VDrift is a cross-platform, open source driving simulation made with drift racing in mind. The driving physics engine was recently re-written from scratch but was inspired and owes much to the Vamos physics engine. It is released under the GNU General Public License (GPL) v3. It is currently available for Windows, macOS, Linux, and FreeBSD.

See also

Hardware Requirements

CPU

VDrift requires a relatively fast CPU. A 2 GHz or better clock speed is recommended, although it should be possible to run VDrift with a 1 GHz or better CPU.

GPU

VDrift requires a recent nVidia or ATI graphics card. Intel graphics cards are not recommended.

A nVidia GeForce 7-series or ATI Radeon X1000-Series card is recommended in order to enable all the visual effects. By reducing or disabling some of the display options, it should be possible to play VDrift with a nVidia GeForce 2 or an ATI Radeon 7000.

Hard Drive

When following this readme, one will typically need about 5.5 GiB hard disk space. VDrift source code and data sum up to about 3.5 GiB at the build location and installation requires about 2 GiB of space including dependencies.

Network Transfer

About 2 - 3 GiB network transfer volume are required for downloading VDrift, its data and dependencies.

RAM

VDrift consumes 300 MiB of memory space on a typical run, so 512 MiB of memory is the minimum requirement. However, 1 GiB or more of memory is recommended, especially for larger tracks.

See also

Downloading VDrift

VDrift consists of two essential parts; the core source code and content data. You will also need the dependancies for OS X.

Downloading Source

Download the source code from the repository

git clone https://github.com/VDrift/vdrift.git

Downloading Data

VDrift Data is expected to reside in a folder called data in the root of VDrift, so change your directory to the root of the sources:

cd vdrift

Currently the data is still hosted at Sourceforge, so to getting it requires checking out the repository with subversion (almost 3.4G):

svn checkout https://svn.code.sf.net/p/vdrift/code/vdrift-data data

Downloading OS X Dependencies

Download platform specific build dependencies on macOS:

git clone https://github.com/VDrift/vdrift-mac.git

See also

Compiling VDrift

  • The VDrift OS X project requires Xcode 3.2 or later. You can download the latest version for free at https://developer.apple.com/xcode/.
  • Open vdrift/vdrift-mac/vdrift.xcodeproj and in Xcode 4 or higher click "Build" in the "Product" menu, otherwise hit "Build" from Xcode's "Build" menu.

Error Fixing

If when building, you get some errors, it is most likely because the Xcode project is out of date (it often is as we don't have an active macOS developer). To fix it:

  • Remove files from Xcode that are in the project but not in the repository anymore.
  • Add new files to Xcode that are in the repository, but have not yet been added to the project.

Everything further

For configuring, running and extending the game, playing, contributing and developing please search the wiki for an article on your topic:

vdrift-mac's People

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vdrift-mac's Issues

Build optimization

Copying data every time the project is built is very inefficient. I suggest deleting data every build and if it is a debug build creating an alias to the data folder (takes less than 1 second) and if it is a release build copying data. This should reduce compile time a lot.

Thanks

Use mac os tmp folders for updates.

I think mac os temporary folder should be used for updating instead of the one in the Library folder.

I don't know if any of this folders should be erased by ourselves or if they are automatically cleaned.

Use internal data folder for updates.

I was asking myself if the data folder inside the app can be used for installing data updates. This should reduce the space ocupied by VDrift by avoiding duplicated files and it will avoid conflicts in future app updates as data will be the one included in the app.

Sandboxing and linking

We need to be able to link to data (for fast build times) and use a sandbox at the same time. At the moment we can only do one at a time - linking means we try to use files outside the sandbox the user hasn't given us permission to use so the application crashes.

Master not building.

Updated my Mac OS to 10.8 and Xcode to version 4.4 (4F250). After compiling Xcode shows a dialog with the following text:

Xcode cannot run using the selected destination.
Choose a destination with a supported architecture in order to run on this system.

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