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{{Current event}}
{{Current event}}


[[Team-XBMC]] have recently [http://en.wikipedia.org/wiki/Porting ported] the [http://en.wikipedia.org/wiki/XBMC XBMC Media Center] software to [http://en.wikipedia.org/wiki/Mac_OS_X Mac OS X] (for [http://en.wikipedia.org/wiki/OpenGL OpenGL] using the [http://en.wikipedia.org/wiki/Simple_DirectMedia_Layer SDL toolkit]), this port is not yet fully feature complete however it is currently running very well and stable enough for all people to enjoy using it. The long term goal of [[Team-XBMC]] is that [http://xbmc.org/download downloading XBMC for Mac] will become a full port of XBMC with [[XBMC Features and Supported Formats/Codecs|all the features and functions that are available on all other XBMC platforms]] ''(with the exception of Xbox exclusive functionality such as [[Using Trainers|Trainers]], Xbox Game-Save Manager, launching Xbox Games, etc.)'', so [http://xbmc.org/download downloading XBMC for Mac] will be one version of a multi-platform software.
[[Team-XBMC]] have [http://en.wikipedia.org/wiki/Porting ported] the [http://en.wikipedia.org/wiki/XBMC XBMC Media Center] software to [http://en.wikipedia.org/wiki/Mac_OS_X Mac OS X] over a year ago (for [http://en.wikipedia.org/wiki/OpenGL OpenGL] using the [http://en.wikipedia.org/wiki/Simple_DirectMedia_Layer SDL toolkit]), this port is almost as feature complete as XBMC for any other platform and it is currently running very well and stable enough for all people to enjoy using it. The long term goal of [[Team-XBMC]] is that [http://xbmc.org/download downloading XBMC for Mac] will become a full port of XBMC with [[XBMC Features and Supported Formats/Codecs|all the features and functions that are available on all other XBMC platforms]] ''(with the exception of Xbox exclusive functionality such as [[Using Trainers|Trainers]], Xbox Game-Save Manager, launching Xbox Games, etc.)'', so [http://xbmc.org/download downloading XBMC for Mac] will be one version of a multi-platform software.


XBMC is a huge open source project and it takes loads of people working together to maintain it for all platforms, that is why [[Team-XBMC]] is always on the lookout for [http://en.wikipedia.org/wiki/Programming_language C/C++ programmers] to volunteer in assisting us with the development of XBMC. Whether you have contributed to [http://sourceforge.net/projects/xbmc The XBMC Project] in the past or not, please consider doing so now.
XBMC is a huge open source project and it takes loads of people working together to maintain it for all platforms, that is why [[Team-XBMC]] is always on the lookout for [http://en.wikipedia.org/wiki/Programming_language C/C++ programmers] to volunteer in assisting us with the development of XBMC. Whether you have contributed to [http://sourceforge.net/projects/xbmc The XBMC Project] in the past or not, please consider doing so now.

Revision as of 12:52, 31 March 2009

Template:Current event

Team-XBMC have ported the XBMC Media Center software to Mac OS X over a year ago (for OpenGL using the SDL toolkit), this port is almost as feature complete as XBMC for any other platform and it is currently running very well and stable enough for all people to enjoy using it. The long term goal of Team-XBMC is that downloading XBMC for Mac will become a full port of XBMC with all the features and functions that are available on all other XBMC platforms (with the exception of Xbox exclusive functionality such as Trainers, Xbox Game-Save Manager, launching Xbox Games, etc.), so downloading XBMC for Mac will be one version of a multi-platform software.

XBMC is a huge open source project and it takes loads of people working together to maintain it for all platforms, that is why Team-XBMC is always on the lookout for C/C++ programmers to volunteer in assisting us with the development of XBMC. Whether you have contributed to The XBMC Project in the past or not, please consider doing so now.

Note to XBMC end-users! You can help too by downloading XBMC for Mac, testing it, and reporting bugs and issues. Also, spread the word about XBMC for Mac to your friends and family, we are sure they will enjoy it too. XBMC is free and do not contain any spy-ware nor add-ware.

Those of you who are completely unfamiliar with XBMC can get a good overview of the features and functions that XBMC offers for its end-users by reading through the XBMC article on wikipedia.org

What is XBMC and why port it to Mac OS X?

XBMC (formerly called "XBox Media Center", not to be confused with Microsoft's Windows Media Center Extender for the Xbox) is an award-winning free and open source media center and audio/video player, originally designed to run on the Xbox game-console. The GPL licensed source code basically consist of a GUI framework that has been written from scratch by Team-XBMC, this GUI acts as a front-end control interface for several audio/video players designed for specific purposes (and those are loaded when needed as DLLs), the GUI is also the user interface to all of XBMC multimedia handling functions such as databases and sorting, etc.. The XBMC Project, (who's members maintain XBMC source code), is a non-profit open source hobby project that is developed by volunteers in their spare-time without any monetary gain. The team of developers working on XBMC have always encouraged anyone to submit your own source code patches for new features or functions, improve on existing ones, or fix bugs.

The difference this time is that we are not (yet) asking for new features/functions, what we are asking for right now is for the existing code to be fully ported so it will run perfectly stable as a native application under the Mac OS X 10.4 (Tiger) and Mac OS X 10.5 (Leopard) operating-system (with all of the same features/functions that are already available on the Xbox version of XBMC). The main reasons for porting XBMC to Mac OS X are really non-technical, (so it is not that the Xbox hardware is getting too slow or to old for the XBMC GUI or its existing features/functions), no the real reasons are that Team-XBMC want XBMC to get a larger end-user and developer-base, because the more people who enjoy XBMC and help maintain the code (and skins) the better the project and community will grow and stay alive. Also, from the end-user point of view the main reason to port XBMC to more platforms is that Xbox hardware can not playback native high-definition video (at 720p and 1080i/1080p), especially not if the video is encoded with a H.264 or VC-1 codec. Nevertheless, Xbox users should not fear that we are abandoning the old Xbox hardware, we will still keep the original Xbox as the reference platform for standard-definition resolution video for qute some time (possibly a few more years, as long as there are plenty of Xbox users of XBMC out there), which means that the same GUI (and skins) that runs smooth under Mac OS X on a relatively new computer should also always run just as smooth on the old Xbox hardware (or a old computer that closely matches the Xbox hardware, at 733Mhz Intel Pentium III CPU and only 64MB shared memory with supported 3D accelerator).

Where to start helping out?

End-users (non-programmers)

You can help too by downloading XBMC for Windows, testing it, and reporting bugs and issues. Also, spread the word about XBMC for Windows to your friends and family, we are sure they will enjoy it too.

Developers (programmers)

You should be proficient in C/C++ programming language, and allthough not really required knowledge of OpenGL or multimedia programming is a plus, as well as prior cross-platform or porting development experience. You will not need to have access to an Xbox game-console or any costly special software in order to take part. XBMC development of this port is well underway for Mac OS X 10.5 (Leopard) and Mac OS X 10.4 (Tiger) 32-bit x86-Intel.

The Mac OS X development platform is Mac OS X 10.5 (Leopard) and Mac OS X 10.4 (Tiger) 32-bit x86-Intel. There are Xcode (and Eclipse) project files available in our SVN (Subversion revision control system). After you've done a SVN checkout, follow the install guide in the SVN (README.osx) to setup the required packages and so on. Team-XBMC developers think that the best thing to start with is just to take a look through the source code and try to understand how it all fits together. Test things out, find what works and what does not, then try and track down why.

Hardware requirements

  • 32-bit Intel (x86-processor) based computer with Mac OS X 10.5 (Leopard) or Mac OS X 10.4 (Tiger), and a ATI Radeon 9200/X1600, Intel GMA950, or NVIDIA 6-Series 3D GPU (Graphics Processing Unit), or later, (XBMC GUI requires at least OpenGL 1.4 support to run smoothly at an acceptable frame-rate in standard-definition, to run XBMC high-definition a more modern GPU is recommended).

XBMC for Mac OS X port project FAQ for developers

Can non-Mac OS X developers also help?

XBMC can also be compiled for Linux and Microsoft Windows operating-systems.

Why is OpenGL 2.0 recommended for XBMC?

OpenGL 2.0 is not the current minimum requirement to run XBMC for Mac OS X, as XBMC will today run with only OpenGL 1.4 + GLSL support (everything else has fall-backs to be runned in software on the CPU, slower than GPU hardware though), however if the future XBMC might be able to take futher advantage of OpenGL 2.0 to speed up video decoding and such.

Currently OpenGL 2.0 hardware is only needed for:
  • Any deinterlacing that is not linear blending (which FFmpeg does in software)
  • Video video post-processing filtering (bicubic upscaling, etc.)
  • Non-power of two textures for the GUI (using NPOT saves a lot of texture memory)
  • Hardware accelerated YUV 2 RGB conversion (actually GLSL is needed for this, and a few GPU hardware implementations as low as OpenGL 1.4 does provide GLSL as an extension. OpenGL 2.0 guarantees availability of GLSL).
In the future OpenGL 2.0 might also be needed for:

Other tools and resources

Though any other tools or resources are not required they can possibly help in development.

Development Tools

  • Doxygen - Source code documentation generator tool.
  • Intel® Threading Building Blocks (Intel® TBB) for Mac OS X - Threading Analysis Tool by Intel (free for non-Commercial use)
  • HLSL2GLSL - library and tool that converts HLSL (High Level Shader Language) shaders to GLSL (OpenGL Shading Language)
  • SHARK (Shader Assembly Compiler) - a tool to perform conversion from DirectX 9 pixel shader assembly language into C++ code
  • AMD/ATI GPU ShaderAnalyzer - Support for both Open GL GLSL and DirectX HLSL
  • gDEBugger - OpenGL debugger and Profiler (helping to find bugs and optimize performance)
  • KAGEfx - a framework to load shader programs based on the OpenGL Shading Language contained within an XML file that holds descriptive metadata about the shader and to replace shader modules on-the-fly with respect to their level-of-detail metadata.

Development Resources

Third-party libraries

This is a list of third-party cross-platform libraries that you may or may not want to use in the porting process, you decide:

Graphics and image

  • GLEW (The OpenGL Extension Wrangler Library) for OpenGL hardware support version detection
  • Anti-Grain Geometry - High Quality Rendering Engine (High Fidelity 2D Graphics Renderer) for C++
  • DirectX OpenGL Wrapper - emulates API calls through OpenGL commands and other platform specific commands in order to run DirectX 8 application running on other platform than Windows.
  • Intel Open Source Computer Vision (OpenCV) Library Intel's Image Processing Library
  • GLVU - cross-platform C++/OpenGL/GLUT based 3D OpenGL viewer and collection of utility libraries
    • You can use all these components together, or just take bits and pieces that do what you need
  • Glitz - OpenGL image composting library (enabling features like convolution filters and color gradients)
  • SDL_buffer - a SDL extension library that is useful when you have to re-size an image multiple times.
  • SDL_Resize - basic image resizing library, high quality output suited for pre-rendering images.
  • SDL_bgrab - SDL conversion of libbgrab (a framegrabber lib from the same author).

Interactive interface

  • CMIL (Common Media Input Layer) C++ OO framework designed to improve the state of cross-platform input handling
    • CMIL is (or will be soon) compatible with both SDL and DirectX (GPL licensed)
  • VControl - a flexible library for unifying keyboard and joystick input.
  • libmousetrap (The Mousetrap Library) - C library for SDL (LGPL licenced), also see Pymousetrap
  • LIRC (or alternative library implementation) for IR/IrDA (infrared) remote controls support under Linux

Networking

  • SDL_net - a simple cross-platform network library

Convenience

  • SDL_Config - Library designed for reading and writing configuration (.ini) files in an easy, cross-platform way.
  • navfs - Hard drive abstraction layer C library, allowing easy directory navigation.
  • GLVU - cross-platform C++/OpenGL/GLUT based 3D OpenGL viewer and collection of utility libraries
    • You can use all these components together, or just take bits and pieces that do what you need:
      • File libs (glvu/fileutils) -C ross-platform routines for searching directories, and manipulating filenames
      • Thread lib (glvu/thread) - An OK thread library that works cross-platform
      • Timer class (glvu/timer) - Time your code to see how long stuff is taking!
      • GL Utilities (glvu/glutils) - Functions for managing textures and doing framebuffer readback and stuff
      • Other stuff . Various other handy things that may or may not be useful

Technical summary of XBMC

The basics

The XBMC code structure uses a fairly modular design (with libraries and DLLs), and we think that there are enough modules/libraries to keep a wide skill-level range of developers busy for a while in the porting of them all. So please, take a look at the source code, then with the help of our To-Do list (see further down in this article) assess where the porting stage is today and think about where and how you can try to help out. Note that we are not planning on completely abandoning the Xbox hardware any time soon - XBMC will be a cross-platform software application, using the same code on multiple hardware platforms, (the 'old' Xbox still have a good amount of years to live we hope).

Detailed technical information

For more details please visit the Development Notes section of this manual.

The XBMC source code

The XBMC source code is in our SVN repository on sourceforge.net. Full instructions for compiling/builing XBMC under Mac is available here:

Mac OS X porting

Mac OS X port plan

Disclaimer: This XBMC for Mac OS X port of course excludes all Xbox exclusive functionality (like for example Trainers, launching Xbox Games, etc.):

  • Milestone 1 - Get all existing XBMC functionality (features/functions) working as they already work on the Xbox version of XBMC.
    • During this first phase XBMC will only need to be running under Mac OS X as a third-party application.
  • Milestone 2 - Port of Python scripting support, add support for the official Apple Remote with all keymap to fully support XBMC control, AC3 and DTS downmix support, port all of XBMC Virtual File System features (SMB, FTP, UPnP, XBMSP, etc.).
  • Milestone 3 - Mac OS X 10.5 (Leopard) and Mac OS X 10.4 (Tiger) support.
    • XBMC and all its libraries to be compiled on and for both Leopard and Tiger.
  • Milestone 4 - Apple TV support - XBMC to run nativly on Apple TV.
  • Milestone 5 - Add Mac OS X specific items (hardware configuration, network settings, multiple input-device support, etc.)
    • XBMC package will need to have all the built-in settings for remote control, mouse, keyboard, joystick, etc. to be able to act as a shell, (without any third-party dependencies).
  • Milestone 7 - Native PPC (PowerPC) support, XBMC and all its libraries to be compiled on and for PPC (PowerPC).
  • Milestone 8 - Programs Launching (be able to launch third-party applications nativly from within XBMC's "Programs" section). This applies to not only XBMC for Windows but for XBMC for Linux and Mac as well.
  • Milestone 9 - Native 64-bit support, XBMC and all its libraries to be compiled on and for 64-bit.
  • Milestone ? - Yet to be decided.

What has already been done on the XBMC for Mac OS X port

These are most of the major things that are already working in XBMC for Mac OS X:

  • Code fully compiles on Mac OS X 10.5 (Leopard) and Mac OS X 10.4 (Tiger) 32-bit x86-Intel.
  • Full GUI implementation using SDL (minus on-screen keyboard weirdness).
  • Full-screen support (XBMC with 1080p output support that just works!).
    • OpenGL/SDL - using the GPU, working but relies on an accelerated OpenGL version
  • Picture viewing working (including slideshow and it's effects).
  • Video playback using XBMC's own DVDPlayer core (including DVD-Video menus support).
    • AC3/DTS digital passthrough is supported, (analog downmixing is not yet working).
    • Hardware accelerated pixel shader (RGB->YUV) with NVIDIA and AMD/ATI graphics.
    • Software conversion from RGB->YUV on other graphics cards due to lack of proper OpenGL support (tested on Intel).
  • PAPlayer and its major audio decoder DLL codecs (MP3, OGG, AAC, FLAC, MPC). Some codecs have still not been ported. See To-Do list below.
  • Playlists
  • Weather.
  • Visualization - Project M OpenGL vis (some issues need to be worked out).
  • Networking (though some small issues still need to be sorted out).
  • Video thumbnail lookups; IMDb, TheTVDB, AllMusic, etc.

To-Do list for the Mac OS X port

This is a To-Do list of things that still need to be done in XBMC for Mac OS X, anyone is more than welcome to help out with any of these tasks:

Major To-Do tasks with high priority

  • [MAJOR - HIGH PRIORITY] DVDPlayer porting to Mac OS X - work in progress. Open Issues:
    • Partial support for external subtitles (SRT and DVD-Video/VobSub subtitles are currently supported)
    • No good support for streaming video from the internet (HTTP/HTTPS/UDP/RTSP/RTP/RTCP/RDT/SDP/MMS)
    • Deinterlacing (software and hardware)
  • [MAJOR - HIGH PRIORITY] A52/AC3 and DTS downmix support in software (for analog stereo output)
    • 5.1 (A52/AC3) surround-sound downmixing to 2.0 (stereo)
    • 5.1 (A52/AC3) surround-sound downmixing to mono (single channel)
    • 6.1 (DTS) surround-sound downmixing to 2.0 (stereo)
    • 6.1 (DTS) surround-sound downmixing to mono (single channel)
    • 7.1 (Dolby Digital Plus) surround-sound downmixing to 2.0 (stereo)
    • 7.1 (Dolby Digital Plus) surround-sound downmixing to mono (single channel)
  • [MAJOR - HIGH PRIORITY] Mono (single channel) and stereo (2.0) upmix support in software (output to all channels)
    • 2.0 (stereo) upmixing to 5.1 (surround-sound) PCM
    • Mono (single channel) upmixing to 5.1 (surround-sound) PCM
    • 2.0 (stereo) upmixing to 6.1 (surround-sound) PCM
    • Mono (single channel) upmixing to 6.1 (surround-sound) PCM
    • 2.0 (stereo) upmixing to 7.1 (surround-sound) PCM
    • Mono (single channel) upmixing to 7.1 (surround-sound) PCM
  • [MAJOR - HIGH PRIORITY] Python interpreter (and python scripts/libraries)
  • [MAJOR - HIGH PRIORITY] Network: Servers (FTP, Web, UPnP), Clients (FTP, UPnP, Time)
    • Also all network settings needed available to the end-user from the the XBMC GUI settings section.
  • [MAJOR - HIGH PRIORITY] Virtual File System support (work on SMB, UPnP, RTV, DAAP. TuxBox and XBMSP has not yet begun)
  • [MAJOR - HIGH PRIORITY] Apple Remote control support using LIRC (from macports).
  • [MAJOR - HIGH PRIORITY] Gamepad/joystick support (Xbox orginal wired gamepad, Xbox 360 wireless and wired gamepad).
  • [MAJOR - HIGH PRIORITY] More OpenGL visualization - Spectrum Analyzer and Waveform.

Major To-Do tasks with medium priority

  • [MAJOR - MEDIUM PRIORITY] Development of a platform-independent wrapper interface to SDL / DirectX / OpenGL / graphic backend interfaces, particularly with respect to how this interface should be exported to visualisations (.vis) and screensavers (.xscr), etc.
  • [MAJOR - MEDIUM PRIORITY] NTSC and PAL-50/PAL-60 TV-out settings for composite, S-Video and standard-definition component.
  • [MAJOR - MEDIUM PRIORITY] Audio-output hardware settings (and if user got AC3 / DTS capable reciever or not)
    • Stereo, head-phones, 4.1, 5.1, 6.1, 7.1, SPDIF pass-through, etc.
  • [MAJOR - MEDIUM PRIORITY] Support USB Mass Storage disks dynamically (meaning, inserted/removed after boot)
  • [MAJOR - MEDIUM PRIORITY] Visualisations: Port all existing XBMC visualizations to also support OpenGL
  • [MAJOR - MEDIUM PRIORITY] Screensavers: Port all existing XBMC screensavers to also support OpenGL
    • Some kind of detection code and tags will have to be added so only supported .vis is listed under system platform
  • [MAJOR - MEDIUM PRIORITY] "My Programs" section for Mac OS X (to launch other Mac OS X games/applications/emulators)
  • [MAJOR - MEDIUM PRIORITY] MPlayer porting to Mac OS X

Major To-Do tasks with low priority

Minor To-Do Tasks with high priority

  • [MINOR - HIGH PRIORITY] Fix hacks which might not work on some platforms (improve cross-platform code)

Minor To-Do Tasks with medium priority

  • [MINOR - MEDIUM PRIORITY] Video adapter / graphic controller settings inside XBMC GUI settings:
    • VSYNC enabling/disabling setting
  • [MINOR - MEDIUM PRIORITY] Complete missing codecs for PAPlayer:
    • AC3
    • ADPlug
    • DTS (DCA)
    • SHN
    • Monkey Audio (APE)
    • NSF (Nintendo Sound File) via NoseFart
    • PCM and WAV
    • WavePack
    • WMA
  • [MINOR - MEDIUM PRIORITY] LIRC or alternative implementation for IR/IrDA (infrared) remote support under Mac OS X
    • Though maybe not possible/best, it might be smart if "IR/IrDA" could be added to SDL via CMIL for platform-independence(?).
    • Add default configurations mappings to "Lircmap.xml" of the most popular HTPC-remotes (like Apple Remote, Microsoft RC6 MCE control-Done, Meedio X10 remote, ATI Remote Wonder, SnapStream Firefly).

Minor To-Do Tasks with low priority

  • [MINOR - LOW PRIORITY] make sure .AAC plays gapless with PAPlayer
  • [MINOR - LOW PRIORITY] Support better anti-aliased text (subpixel accuracy via vertex/pixel shaders) rendering. Basic idea is to cache the characters to an 8 bit texture at 3 times the horizontal resolution, and have that texture loaded into the 3 texture slots, and use a pixel shader/vertex shader to compute the texcoords for each component of the pixel (RGB) to get 1/3rd pixel positioning and antialiasing. This can probably be extended to even more precise location by increasing the size of the texture cache (eg 2x vertical, 6x horizontal)

Cleanup To-Do Tasks

  • [CLEANUP - ALWAYS AN ONGOING PROCESS] Document (doxygenize) all of the current/existing code (using doxygen)
  • [CLEANUP - ALWAYS AN ONGOING PROCESS] debugging (also back-port any fixes to the Xbox branch)

Post-trunk-merger To-Do Tasks

After this XBMC for Mac OS X port reached a maturity the "linuxport" branch in SVN may or may not be merged into the "main SVN trunk" and if so would require:

  • Merge dllLoader (DLL loader) and soLoader (SO loader), and rename to just "loader", (similar to MPlayer cross-platform loader library)
  • Merge "Lircmap.xml" into "Keymap.xml" (creating a sub-section in Keymap.xml for LIRC)

XBMC programming and code formatting convention guidelines

Note! More specifics to come based on ongoing discussions, see Proposed code formatting conventions for XBMC

General guidelines

  • Code documentation (DocBook, rst, or doxygen for the code documentation steps, preferably the latter, doxygen)
  • Self-containment - XBMC should be as little dependent as possible on operating-system and third-party services/deamons/libraries
    • XBMC should for example contain all file-system and network-client (like samba) support built-into the XBMC package
  • Modular design - independent modules made up by localized/isolated code libraries without dependencies
    • XBMC should still compile and run if a non-essencial module/library is disabled or removed
  • Aim for the GUI/interface to run smoothly on a low spec computer (with less than 1Ghz Intel Pentium III 32-bit x86 processor)
    • 3D graphic controller (GPU) will always be required hardware for XBMC so try to utilize the GPU as much as possible
  • Avoid harddisk trashing (excess read/write/erase cycles), so no harddrive paging, (utilize RAM memory intead).
  • Fast load and boot times for end-user perception (other thing can still run/start in the background without the user knowledge)

User-friendliness is next to godlyness

One of Team-XBMC major ongoing goal have always been to make XBMC and its user interface even more intuitive and user-friendly for its end-users, based on the KISS (Keep It Simple Stupid) philosophy. We think that usability is very important for media players like XBMC. Many user interface deciscions are being made by developers who often have little experience in user interface design, in order to improve this, we try to listen to XBMC's end-users for how XBMC is actually being used and how we can improve the user experience. We also aim to do regular overhauls, improving existing features/functions, and scrapping outdated code and features/functions (as "to much stuff" can also be a bad thing).

XBMC as a whole must...

  • Be easy to install, set up, and maintain, (so that the end-users do not get fed up with it and quit).
  • Have an user interface simple and intuitive enough so that less geek-savvy people are not intimidated by it.
  • Be able to play audio and video files that have been compressed using divx, xvid, etc. directly out-of-the-box
  • Be able to and organize audio and video files in an easy and user-friendly way.
  • Use standards and be consistant, (the music section can for example not use completely different controls from the video section)
  • Perform actions in the GUI with as few 'clicks' as possible
  • Require little to none non-GUI configuration (and all such non-GUI config should be via advancedsettings.xml)
    • There is still a little work to be done here, for example RSS-feeds settings need to moved to the GUI
  • Look nice.

XBMC developers should always strive to

  • Promote open source - XBMC is based on the ideas of FOSS (free open source software), licensed under the GPL and builds partly on other open source projects which we do our best to support. The GPL should be respected at all times. All code should be committed to the XBMC project’s SVN before any public binaries are released.
  • Promote the sharing of knowledge and collaboration - Through the use of information sharing tools and practices XBMC is a collaborative environment.
  • Understand that development is a team effort - Treating our users as co-developers has proven to be the most effective option for rapid development. Always strive to work as a team at all times. Actively promote discussion on new features and bug fixes, and respect others comments and criticisms with replies in a timely fashion.
  • Apply the Law of Diminishing Return - The majority of the effort should be invested in implementing features which have the most benefit and widest general usage by the community.
  • Try to make all code, feature, and functions to be platform agnostic - XBMC is a multi-platform software, thus any single platform specific features should be discussed with other team members before implemented. Major features should be developed in a separate branch or committed in small increments so that other members have the opportunity to review the code and comment on it during development.

Mentors

Mentors are developers from Team-XBMC and members of The XBMC Project that have volunteered to assist and mentor non-official XBMC developers in any non-trivial way they can, helping you by checking, commenting and committing your code patches to our SVN source code tree. These mentors have chosen an area they prefer to specialize in, usually this is an area in which they feel they have most interest, knowledge, and expertise in. Initial patches are welcome, and can and will be merged by the team. If you wish to join the team in an official capacity, please let us know.

Mac OS X, Linux, and Windows port mentors and developers

If you are a C/C++ programmer expert, porting specialist or guru and like to volunteer as a 'third-party' mentor and/or developer then please let us know.

Mac OS X Mentors (also lead developers)

  • Davilla: Everything Mac OS X
  • D4rk: OpenGL, other Mac OS X and Linux stuff
  • malloc: Everything Mac OS X and Linux
  • Vulkanr: Everything Mac OS X and Linux

Linux Mentors (also lead developers)

  • Yuvalt: Everything Linux
  • Vulkanr: Everything Linux and Mac OS X
  • JMarshall: Anything GUI related, Music Library, Video Library, PAPlayer, etc.
  • D4rk: OpenGL, other Linux and Mac OS X stuff
  • Elupus: DllLoader, Mplayer and DVDPlayer
  • Spiff: Anything other than DllLoader/MPlayer/DVDPlayer internals.
  • monkeyman 67156: Everything Linux
  • Topfs2: Everything Linux
  • malloc: Everything Linux and Mac OS X

Windows Mentors

  • WiSo: Everything Win32 (SDL, not DirectX)
  • Chadoe (a.k.a. Charly) - Everything Win32 (SDL, not DirectX)
  • JMarshall: Anything GUI related, Music Library, Video Library, PAPlayer, etc.

Contact methods

These are developers forums for XBMC development, (programmers/coders only!).
Respect, these are not for posting feature-requests or end-user support requests!