Author Topic: What 3D Engine are people using now?  (Read 2120 times)

Offline RemiD

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Re: What 3D Engine are people using now?
« Reply #15 on: November 11, 2018, 10:14:43 AM »
Quote
for those using blitz3d: which IDE are you guys using or are you using the stock IDE that comes with Blitz3D
yes i use the default Blitz3d IDE, there are a few tricks to know to determine where a error most likely is, but it is good enough for me...

Offline STEVIE G

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Re: What 3D Engine are people using now?
« Reply #16 on: November 11, 2018, 01:21:10 PM »
Used a couple over the last decade, Protean until I found IDEal, IDEal has loads of functionality, a great IDE, highly recommend it  8)

IDEal is a must for me too as the original IDE is pretty poor functionality wise.  I've also heard in the past of people having issues with the original IDE when the code gets beyond 10,000 lines.

Offline Alain

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Re: What 3D Engine are people using now?
« Reply #17 on: November 11, 2018, 03:51:05 PM »
Regarding Blitz3D on modern hardware, be aware of 2 serious limitations:

  • Blitz requires a mouse to be connected to start (does not start on Microsoft Surface for instance.)
  • Cannot display on a resolution higher than 2000xsomething ... It is a real problem nowaday with screen resolution regularly larger than 1920x1200

Online Steve Elliott

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Re: What 3D Engine are people using now?
« Reply #18 on: November 11, 2018, 04:02:31 PM »
I'm quite happy with 2D  ;D
Windows 10, 64-bit, 8Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb)

Offline grindalf

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Re: What 3D Engine are people using now?
« Reply #19 on: November 11, 2018, 06:27:55 PM »
Regarding Blitz3D on modern hardware, be aware of 2 serious limitations:

  • Blitz requires a mouse to be connected to start (does not start on Microsoft Surface for instance.)
  • Cannot display on a resolution higher than 2000xsomething ... It is a real problem nowaday with screen resolution regularly larger than 1920x1200

I was not aware of the mouse issue. I will go test that now on my Linx Vision

As for the IDE I tried IDEal for a while but went back to the default editor after a while. I just prefer it


EDIT:Tested on my Linx Vision and blitz apps run fine(I couldn't play anything because I had no mouse or keyboard connected) but the programs ran ok

Offline Santiago

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Re: What 3D Engine are people using now?
« Reply #20 on: November 11, 2018, 06:48:08 PM »
Blitz3D, allways :)




Offline 3DzForMe

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Re: What 3D Engine are people using now?
« Reply #21 on: November 11, 2018, 06:51:18 PM »
If Blitz3D is running in Windowed mode, you can maximize the window to fill the screen I believe.... Although the maximum resolution within the window may be 1920 X 1200.
happy coding ;)

Offline c0d3r9

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Re: What 3D Engine are people using now?
« Reply #22 on: November 11, 2018, 07:08:16 PM »
Anyone should take the bb3d source and expand it with dx11/dx12 support. ;)

Offline Santiago

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Re: What 3D Engine are people using now?
« Reply #23 on: November 11, 2018, 07:36:34 PM »
Anyone should take the bb3d source and expand it with dx11/dx12 support. ;)

Shaders!!!!! in blitz!!! and i will be happy forever!

Offline GaborD

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Re: What 3D Engine are people using now?
« Reply #24 on: November 11, 2018, 09:15:29 PM »
After a lot of testing and searching over the years, I settled on AGK. It's performant, keeps the oldschool ease of use and Blitz style programming approach while allowing for shenanigans.




Online Steve Elliott

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Re: What 3D Engine are people using now?
« Reply #25 on: November 11, 2018, 09:55:43 PM »
The Shader Master has returned  ;)
Windows 10, 64-bit, 8Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb)

Offline Kris

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Re: What 3D Engine are people using now?
« Reply #26 on: November 12, 2018, 02:05:09 AM »
..im lurking in a limbo, searching for something which offers complete physics/networking solution, but its not Unity-like system..orbiting around Urho, while looking over other things :)

Naughty! I thought AGK became sort of the new Blitz3D for you too. You seemed to be satisfied with it for a while. Any particular reason why it's not the "real thing" for you?

When Xaron first mentioned it in 2017 I also bought it and it seems very nice. Didn't dive into it full force yet though...

Offline Naughty Alien

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Re: What 3D Engine are people using now?
« Reply #27 on: November 12, 2018, 02:06:37 AM »
..yes, it is correct what you have said..but physics implemented is very basic and incomplete, this is the only thing stopping me from full commitment, even i do use it actually, yes..

Offline Kris

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Re: What 3D Engine are people using now?
« Reply #28 on: November 12, 2018, 02:47:39 AM »
Now I remember. Actually that's a very good point and also very interesting. I also miss a well implemented physics engine and nowadays even PureBasic has a fairly good implementation of Bullet...for general and vehicle physics. Now PB has other issues but it's a general dev tool not game oriented and still has a usable physics implementation. Seeing AGK being a very good game dev environment the lack of well implemented physics is strange. If I remember correctly to fill this hole, somebody (one of their users) was developing something and then offered it to the AGK team but they couldn't make a deal or something. Maybe/hopefully the AGK team is working on it.


Offline Qube

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Re: What 3D Engine are people using now?
« Reply #29 on: November 12, 2018, 04:03:48 AM »
After a lot of testing and searching over the years, I settled on AGK. It's performant, keeps the oldschool ease of use and Blitz style programming approach while allowing for shenanigans.
Nice nice nice ;D - I think you should create a shader package and sell it for others to use. Your talent is wasted on just creating scenes alone :o

..yes, it is correct what you have said..but physics implemented is very basic and incomplete, this is the only thing stopping me from full commitment, even i do use it actually, yes..
That is a downside of AGK, as much as I love it many of the features are half arsed implemented. Physics, 3D and 2D Spline as examples all just have the the basics followed by a "that'll do" mentality. It can be a nightmare getting a 3D model with textures and animation working with AGK as it's so specific as what it accepts. Also there are no clear instructions of what it does accept. The docs mention FBX but so much of that side is missing, for example it doesn't import FBX's included textures. This is certainly an area that needs some serious work and one that would boost AGK.

Don't get me wrong, I really like AGK but it needs completion of some of the features it offers. It would make it a much more pro package.
Until the next time...