Installation
How to build the game from source on macOS, run it against your own THUG1 PC data, and pack a double-clickable app in a disk image.
./build-macos.sh and play. Then ./build_dmg.sh for a THUG.app anyone can drag to Applications.1Get the tools
Xcode Command Line Tools for clang and flex, Homebrew for cmake and ninja (the script installs those two if they're missing). SDL2, glad, glm, miniaudio and the QScript compiler are vendored and built from source.
2Build
One script: configures CMake with Ninja, builds the game and the script compiler, compiles Scripts/*.q into
Game/Data/scripts/, and clones your ../Data into Game/Data.
The data copy is cp -c, an APFS clone. Gigabytes of skate park, zero bytes of disk. Apple got one right.

3Let the build output go somewhere else
The DMG build is a universal (arm64 + x86_64) Release in its own folder, so the executable's output
directory became a cache variable instead of a hardcoded Game/.
4Teach the game it lives in an app bundle
Inside THUG.app/Contents/MacOS/THUG the data sits in Contents/Resources/Data. Detect the bundle by
its folder names and point the data path there.
Writable things (saves, config.ini, soundtracks) can't go in the bundle: see How save works.
5Pack the disk image
The script builds the app (icons from icon.png), draws the window background with
macos/dmg_art.swift, and lays out the Finder window (app on the left, an Applications link on the right) by
scripting Finder, which is why the first run asks for permission to control it.
If Finder asks whether Terminal may control it: yes. It's moving two icons, not your bank account.