Hola Seamus: As a MacHead, I'll give you the honest answer, short and long. short answer: Yes you can get T3D to work on OSX. long answer: Yes you can get T3D to work on OSX but it's a lot of work. There's a handful of brilliant minds working on T3D and a smaller handful of us testing/using the result of their labours. I can say that an out-of-the-box, working project for xCode is on the horizon. Having said that, you'll need to be at least an 'advanced beginner' with both xCode and CMake to be able to use it or any other 3D source code. You'll need a version of Windows on one of your Macs or a stand-alone PC as well to get a lot of the workflow going - it's simply unavoidable, no matter what engine you use for game design, whether it's T3D, Unreal, Unity, etc. FWIW I held out for many years using Maya, Blender, etc., but found it's worth having Windows somewhere not only for testing your work but for apps like Ultimate Unwrap, Milkshape, Fragmotion, and the like. As of this posting, I've had a 10.6+ version of my project running with all but a few shader-related features for about a year now, fully network-compatible with Win7+. In all fairness, while I'm no code guru, I've been tinkering with the engine and xCode for over a decade and know the quirks of running Torque engines on a Mac. FWIW it was TGE that got me started compiling my own apps back in '02 using CodeWarrior, and used it to not only compile for OS9, but Linux and Windows as well. I would reiterate what Buckmaster said - if you want to download an engine, open the level editor on your Mac and get busy, you'd best try Unreal or Unity (I've used both on both platforms, prefer Unreal - just sayin'). If you're down for the DIY and want total ownage of your Intellectual Property, then this is a great place to get dirty...