argh, ninja'd by @ buckmaster
Mac support in torque3d is lagging. Currently, the development version will not compile on mac. I have managed to get Torque3D to compile on Mac OSX Yosemite using Xcode 6.1.1 with some effort. Currently, I only have basic lighting working (no deferred prepass rendering yet [advanced lighting]). I am using the OpenGL core profile to render, so it will use either 3.2 or 4.1 depending on your mac. You must have a mac with Lion or higher, because Torque currently uses OpenGL 3. I have been doing research into providing a "legacy" profile that will require Snow Leopard or later using OpenGL 2.1, but no guarentee on that any time soon. Currently, I have tested the code on 2 mac book pros, both running Yosemite, but it should work with 10.7.2+
The macs I have tested are a mac with Intel HD 3000 graphics (HORRIBLE PERFORMANCE) and Intel Iris Pro (Acceptable performance, but needs some improvements).
Please note that there is NO optimizations whatsover in the codebase for OSX as of now, but, given some time and patience, that will change. I am using Torque3D for a project, where I am planning to fully support snow leopard and up.
A lot of the platform specific code needs updated as well, because it uses the old Carbon API, which does not have very good 64bit support.
Currently, everything renders in basic forward renderer fine in DEBUG build, but in a release compiled build, its still glitchy.
THE TL;DR version: I don't know when mac support will officially be in the engine, but it is possible with patience, knowledge, and pulling your hair out of your head
(okay i was kidding on the last part...)
Btw, at the OP, what's your specs on your mac?