Hey everyone,
With the introduction of Apple's Swift, I recently started a pet project of sorts to port the Cocos2D-iPhone engine to rid it of all Apple dependencies in order to turn it into a multi-platform Obj-C game engine for us Objective-C lovers out there.
The initial objective is to get Cocos2D to compile with the stock compiler in XCode and GNUSteps' Foundation (I understand I'd probably have to implement a few Objective-C 2 properties/etc onto GNUStep Base myself in order to get it to compile). From there, I'd slowly strip out other Apple dependencies and reimplement/remove whatever is needed (an initial dirty solution would be to use existing multiplatform Cocos2D-X C++ code hooked to Objective-C API's). Finally, I'd switch to compiling on Linux with Clang and LibObjC 2.
Therefore, at the moment I simply am trying to get GNUStep Base to compile on a stock installation of XCode 5, and I'm already hitting a brick wall (the idea is to import the Foundation framework that generates into Cocos2D to start hacking away).
Does GNUStep Base have any dependencies that I'm unaware of, or how come it isn't compiling? From what I understood, I thought GNUStep Base was much like C++'s std library: something Objective-C developers could use in their project. How can I get GNUStep Base to compile on a stock XCode install?
Finally, are there any other unforeseen brick walls that I may run into? I really like Objective-C as a game development language and I'd like to create something that can be used by everyone in any platform (e.g. a platform independent game engine that uses Objective-C), and I'm an experienced programmer, but I've never attempted something like this before. What would you guys advise?
Thanks,
Uriel