View Full Version : UDK for Mac OS X
iDUGAN
01-06-2012, 03:22 PM
Hello everyone. I just recently got a MacBook Pro and I believe it's up to date (10.6.8). I heard about UDK and decided to download it. I understand that all the betas after October support the Mac so I downloaded the most recent beta for December 2011. However once it finished downloading, WineBottler would not open the file when I told it to. Does the UDK support a specific kind of Mac? Am I suppose to download something beforehand? I really need help downloading and installing this UDK for my Macbook Pro.
Xenobite
01-06-2012, 03:28 PM
UDK doesn't run on mac but it can export game that runs on mac
you will need windows to run it (I think someone explained what you have to do to make it run on mac computer somewhere in this forum)
kennyrosenyc
02-03-2012, 01:55 PM
I don't think you can run UDK on a Mac at all. I've seen posts where some folks claim to have gotten it to work but they're not very reliable. Besides Apple doesn't really make a computer that has the sort of power you would need to really get the most from it anyway. You honestly need the ability to install a good discrete GPU, DX11, etc. All-in-One computers are designed more for casual use and not really for 3D content development and Apple has pretty much abandoned towers.
darthviper107
02-03-2012, 03:32 PM
Sure it can run if you install Windows on it. And then besides that you can package a game from UDK to be played directly onto Mac just fine.
You don't usually get as good performance as Windows PC's but it's not like Mac's are terrible.
MeStinkBAD
02-10-2012, 02:28 PM
I don't think you can run UDK on a Mac at all. I've seen posts where some folks claim to have gotten it to work but they're not very reliable. Besides Apple doesn't really make a computer that has the sort of power you would need to really get the most from it anyway. You honestly need the ability to install a good discrete GPU, DX11, etc. All-in-One computers are designed more for casual use and not really for 3D content development and Apple has pretty much abandoned towers.
I am just stunned by the shear ignorance of PC users about Apple products... or perhaps about technology at all. I know it's unfair to group the entire bunch but considering that Apple is likely the most influential company driving the state of PC users hardware than any other cooperation on earth you'd think some of them would poke their heads up from under that rock they've been lying under.
darthviper107
02-10-2012, 02:52 PM
Lol, Apple isn't driving anything about PC hardware---mobile hardware of course, but Apple's PC business is not the all that big
NickP
02-10-2012, 04:42 PM
Lol, Apple isn't driving anything about PC hardware---mobile hardware of course, but Apple's PC business is not the all that big
That's not necessarily true. As of Q4 2011, Windows-based PC sales are on a steady decline while Macs are bucking the trend with a steady growth.
darthviper107
02-10-2012, 04:56 PM
Windows PC's still vastly outnumber Macs, and despite the big push of Macs in the last decade there hasn't been much increase as you might think--and Macs are always following Windows PC's in hardware. Probably because Apple has focused mostly on the mobile stuff. That's why they can actually consider dropping their Mac Pro line.
NickP
02-10-2012, 05:07 PM
Windows PC's still vastly outnumber Macs, and despite the big push of Macs in the last decade there hasn't been much increase as you might think...
I'm well aware that Windows PCs still outnumber Macs -- which only have about a 12% - 15% market share as of Q4 2011 -- but there is plenty of room to grow, and grow quickly. I just wanted to point that out, really. It's still going to be a long time before Mac and Windows are at 50/50, but it's more likely to happen now than ever before.
--and Macs are always following Windows PC's in hardware. Probably because Apple has focused mostly on the mobile stuff. That's why they can actually consider dropping their Mac Pro line.
On the other side of that argument, Windows manufacturers have been striving to copy Apple's high quality design for years. Ultrabooks are a great example of this, as the entire category exists solely to copy the Macbook Air.
NickP
02-10-2012, 05:34 PM
I don't think you can run UDK on a Mac at all. I've seen posts where some folks claim to have gotten it to work but they're not very reliable. Besides Apple doesn't really make a computer that has the sort of power you would need to really get the most from it anyway. You honestly need the ability to install a good discrete GPU, DX11, etc. All-in-One computers are designed more for casual use and not really for 3D content development and Apple has pretty much abandoned towers.
Current generation iMacs are more than powerful enough to run UDK. Mac Pros are far, far beyond the requirements. Even Macbook Pro notebooks can run UDK. The hardware isn't an issue. As we've seen recently, deploying our games on a Mac is possible. They're still working out the kinks, but it's moving along.
When it comes to running UDK itself on a Mac, I imagine the primary issue at hand is OS-related. Mac OS X is very different from Windows in a number of ways. Interface components, application storage and registration, file reading/writing, and a completely different kernel, to name a few. With that in mind, you can imagine how difficult it would be to port an entire game engine from Windows to Mac.
Omnipherant
02-11-2012, 08:43 AM
hey guys im having a huge issue trying to start UDK editor in Windows xp bootcamp on my mac, for some reason it just wont start. So far i run every 3d other 3d program fine except this cursed UDK
i have another thread with screenshots of my error
please help
http://forums.epicgames.com/threads/866109-UDK-erroring-after-install-won-t-open...please-help
thanks
Bad Cyborg
03-09-2012, 08:57 AM
I don't think you can run UDK on a Mac at all.
No, not "at all". There are ways. For now you can use either VMWare Fusion or Parallels Desktop, which of course would be a drag on system resource, but at least it's doable. There are also attempts to convert it using Wineskin, which has met with nominal success (http://appdb.winehq.org/objectManager.php?sClass=version&iId=25253). Try it if you will.
But if you're really into game development on OS X however, it might be more rewarding to look at Unity 3D (http://unity3d.com/unity/). It's said to work very well with a free 3D modeler, Blender, and it's been deployed on quite a few iOS games. I'm playing an OS X game (http://www.rochardthegame.com/) right now that's made with Unity, and the graphics is quite impressive. And if you'd take a look at this Counter Strike: Source (http://blog.us.playstation.com/2010/12/15/modern-combat-domination-producer-qa-playstation-move-support-confirmed/) clone made by Gameloft, you'll see that there is another good engine on the horizon that has tremendous potential, should Gameloft open the SDK up to developers.
Hi gang,
Piggybacking on this earlier post, as I am asking similar questions.
I am a noob and new to the forum.
I am running an older 32 bit 10.6.8 OS, 3Ghz Mac Pro 8 Core Intel Xeon with 9 GB of RAM.
I installed Windows 7 (32 bit) and Parallels 7.
UDK performance is choppy with this config, most here would've guessed this ;-)
Has ANYONE had luck using UDK with Parallels on the Mac?
From all I have read, Boot Camp is the way to go for Mac users.
I am just trying to learn UDK, not doing mission critical work. But it's painful trying to navigate a level currently.
Feel free to refer me to a thread covering this if one exists and I missed it. But this one looked to be most current.
Parallels seems to be good for all my PC needs except UDK. Just thought I'd double check before installing Boot Camp.
Thanks in advance.
darthviper107
04-11-2012, 02:54 PM
Just use Boot Camp, I haven't seen any situations where virtuallization was a reasonable way to run graphics intensive programs like UDK.
Thanks for the suggestion Darth.
That's the way the wind is blowing for sure. Just wanted to check here before diving in.
Thanks for the suggestion Darth.
That's the way the wind is blowing for sure.
Just wanted to check here before diving in and configuring the Mac for Boot Camp.
Just wanted to follow up on this. I set up a Boot Camp volume on my Macs. Good god what a difference. I'd guess it is a 200% performance improvement over trying to do this in Parallels. Any new users trying to run UDK via Parallels, don't even bother. Just set up a Boot Camp volume and get on with it!
kennyrosenyc
05-14-2012, 01:53 PM
This is silly. Trying to develop a game on a modern day Apple desktop (or laptop) is like trying to win the Tour de France with a $2,000 skateboard. Bottom line is, for $1700 (Mac Book Pro price) you can have a PC with dual graphics cards, a much better processor, and pretty much better everything. You also have the option of developing using Direct X 11.1 which anyone will tell you is pretty much an absolute neccessary element in any decent game. Apple is a mobile solutions company that makes some computers now. They've effectively dealt themselves out of the content creation business until they bring back a decent tower. Assuming that tablets will outpace desktops is silly as tablets are designed with desktops. We've effectively hit the barrier for down sizing internal components (you can't make anything smaller than an atom) so expect all computers/tablets/whatever to start getting bigger again soon (if you can't get smaller this will be unavoidable). Which means that 10 years from now Windows users will make money while Apple users will spend it.
darthviper107
05-14-2012, 01:56 PM
Actually, they still have a good ways to go before they can't make processors any smaller.
And I can't think of any reason why DirectX 11.1 (much less DX 11 or DX 10) would be a necessary element in a game.
That being said, I agree that a Windows PC is a better development tool than a Mac, but you use what you have, luckily people can install Windows on their Macs
I am not doing heavy duty work in UDK, I am just learning my way around it. If I were doing dedicated work in UDK, I would purchase a dedicated PC. For now this is by far the best solution for me, and a good solution for people who own Macs, are not doing mission critical work in UDK, and are not ready to shell out for a new PC.
But I agree that if you are doing serious work in UDK, using a Mac is not your best option.
If the Mac becomes a bottleneck, I'll get a PC. Until then, this seems to be working fine.
->Edited reply to be more useful to people looking for answers on this topic.
jmattox
05-14-2012, 08:43 PM
Personally I've been using Mac's to do work in UDK for the past two years and I have had nothing but success, BUT you have to keep your Mac updated. The latest UDK beta installs began to bottleneck my MacBook Pro's performance after it's second year, so I upgraded to newer Mac along with 16 GB of RAM (aftermarket of course.)
The only loss I have going with a Mac is video memory and performance, but it's great to have around for testing iOS games.
DaveB1980
05-16-2012, 10:12 PM
Talk about frustrating... I'm finding myself in a similar bind to several forum goers. I too am a Mac user who is trying to install UDK on a virtual machine, and I'm so close yet so far. I can run each and every one of the Tools, but when I try to run either the UDK Editor or the UDK Game (via the shortcuts), it crashes and barfs out a bunch of machine code that I don't understand. I decided to try something I saw mentioned in one of the forum replies, but I really don't know what to make of the output I captured:
Init: Version: 9656
Init: Epic Internal: 0
Init: Compiled (32-bit): Mar 20 2012 19:27:46
Init: Changelist: 1202061
Init: Command line: editor -log -dumpudksurvey
Init: Base directory: C:\UDK\UDK-2012-03\Binaries\Win32\
Init: Computer: DAVID-5D0C3372D
Init: User: Administrator
Init: CPU Page size=4096, Processors=1
Init: High frequency timer resolution =3.579545 MHz
Init: Memory total: Physical=3.0GB (3GB approx) Pagefile=4.3GB Virtual=2.0GB
Log: Steam Client API Disabled!
Init: WinSock: I am david-5d0c3372d (192.168.123.128:0)
Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
Init: Object subsystem initialized
Log: Hardware survey dump requested. Dumping XML to the log directory.
Log: === Critical error: ===
Fatal error!
System.InvalidOperationException error in System.Xml:
There was an error generating the XML document.
at System.Xml.Serialization.XmlSerializer.Serialize(X mlWriter xmlWriter, Object o, XmlSerializerNamespaces namespaces, String encodingStyle, String id)
at PerformHardwareSurveyDumpCLR()
at GuardedMainWrapper(Char* , HINSTANCE__* , HINSTANCE__* , Int32 )
at ManagedGuardedMain(Char* CmdLine, HINSTANCE__* hInInstance, HINSTANCE__* hPrevInstance, Int32 nCmdShow)
Inner exception System.ArgumentException in System.Xml:
'.', hexadecimal value 0x00, is an invalid character.
at System.Xml.XmlEncodedRawTextWriter.InvalidXmlChar( Int32 ch, Char* pDst, Boolean entitize)
at System.Xml.XmlEncodedRawTextWriter.WriteElementTex tBlock(Char* pSrc, Char* pSrcEnd)
at System.Xml.XmlEncodedRawTextWriter.WriteString(Str ing text)
at System.Xml.XmlEncodedRawTextWriterIndent.WriteStri ng(String text)
at System.Xml.XmlWellFormedWriter.WriteString(String text)
at System.Xml.XmlWriter.WriteElementString(String localName, String ns, String value)
at System.Xml.Serialization.XmlSerializationWriter.Wr iteElementString(String localName, String ns, String value, XmlQualifiedName xsiType)
at Microsoft.Xml.Serialization.GeneratedAssembly.XmlS erializationWriterUDKSurvey.Write9_UDKSurvey(Strin g n, String ns, UDKSurvey o, Boolean isNullable, Boolean needType)
at Microsoft.Xml.Serialization.GeneratedAssembly.XmlS erializationWriterUDKSurvey.Write10_Survey(Object o)Address = 0x7c812afb (filename not found)
Address = 0x79251140 (filename not found)
Address = 0x7925464b (filename not found)
Address = 0x7ee6f43 (filename not found)
Address = 0x4f420fc (filename not found)
Address = 0x1913d6a (filename not found)
Address = 0x1f6efe7 (filename not found)
Address = 0x7ee6c96 (filename not found)
Address = 0x791421bb (filename not found)
Address = 0x79174227 (filename not found)
Address = 0x791743c4 (filename not found)
Address = 0x791743f9 (filename not found)
Address = 0x79174419 (filename not found)
Address = 0x7926eaab (filename not found)
Address = 0x79298988 (filename not found)
Address = 0x7929879c (filename not found)
Address = 0x79298b91 (filename not found)
Address = 0x79298a92 (filename not found)
Address = 0x79293a30 (filename not found)
Address = 0x603b55ab (filename not found)
Address = 0x79007f16 (filename not found)
Address = 0x79004de3 (filename not found)
Exit: Executing UObject::StaticShutdownAfterError
Log: appRequestExit(1)
For what it's worth, my Mac is a 2.66GHz Core 2 Duo with 8GB of RAM and I'm using VMWare Fusion 4. The virtual machine has Windows XP Professional SP3, and is configured with 3GB of RAM, a 60GB hard disk, and 3D graphics acceleration enabled.
Can anyone decipher what this means and maybe offer some suggestions? :)
Dave B, I can't try to decipher your crash log, but Fusion, like Parallels, is running Windows virtually (I believe?) which does not work or works poorly for most people here it seems. Running Windows natively via Boot Camp fixed my problems. You should try doing the same.
UDK will be much happier if you go Boot Camp.
DaveB1980
05-17-2012, 03:27 PM
Allegedly VMWare Fusion 4 is markedly improved in its emulation from 3. I'm going to at least give it a shot; going to try setting up a VM with Windows 7 Ultimate instead. If that doesn't work -- or doesn't perform well -- I likely won't bother. It was just one of those "if it works, great. If it doesn't, no big deal." type of things for me.
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