August 25, 2019, 12:19:58 AM

Author Topic: fixing improving Blitz3d  (Read 291 times)

Offline RemiD

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fixing improving Blitz3d
« on: August 11, 2019, 12:31:18 PM »
hi :)

i have some money to spend, so why not fix / improve the good old Blitz3d... That i will probably continue to use for many many many years ( i still use windows 7 :P )

from what i remember of my past experiments, i needed these fixes / mods :

->remove direct play dependency
->merge the addons by Bobysait (to create bones, to create skinned vertices, to set weights)
->separate the collisions system and the animation system ( updateworld()  -> updateanimations() updatecollisions() )
->separate animation system (update of skinned vertices depending on bones positions / orientations) and renderworld()
->be able to get the rigid mesh after a skinned mesh has been animated
->simplify the procedure / functions to be able to merge different riggs (bones) / skinned meshes / weights
->mod the stencil shadows system (devil shadow system) to make it work with rigid meshes and skinned meshes
->remove / increase the limit of vertices / triangles per surface (32000 ? 64000 ?)
->be able to customize the properties of a directx light (color, intensity, falloff, max range)
->render to texture and auto set each rendered black pixels with a alpha value of 0
->texture blendmode similar to drawimage (all black pixels are invisible)
->implement a fast glow (with 8 directions offsets for the outline)
->fix linepick which sometimes fails on terrain (ROAM)
->be able to update or not the terrain (ROAM)
->be able to get the built terrain mesh (ROAM)
->rename some functions names to make them more meaningful

so for the remaining users, what are your suggestions of fixes / mods ?

the base will still be directx7, i just want to make it even more easy to use and flawless.
DualCore AMD E-450, 1646 MHz - 6 Go DDR3 1333 SDRAM - AMD Radeon HD 6320 Graphics (384 Mo) - Windows 7 Home Premium - DirectX 11.0

Offline Santiago

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Re: fixing improving Blitz3d
« Reply #1 on: August 12, 2019, 03:24:49 PM »
Hi RemiD, I am in the same situation.

I still use B3d, and Windows7, I will continue using it for many years, because that is what works for me.

I currently do some work for museums, and I always use b3d, since it is 100% stable and I can use low-performance PCs to run the games.

I don't know how much money it would take to develop a Blitz that has dx9 or dx11, it would be ideal to have Shaders, itineraries to generate soft-mesh.

My biggest problem now is that with the Naval Simulator, with Laptops + Windows 10, it runs very slow b3d, and there are several MAVs that I can't replicate on my computers.

Some things, I solved them by creating my own functions, but everything you mention, and many other things, I suppose only a genius could achieve them.

but without a doubt, if I left a Blitz with dx11 or something, I would happily put money that I don't have to be able to use it.

regards!!!!

Offline Naughty Alien

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Re: fixing improving Blitz3d
« Reply #2 on: August 12, 2019, 03:32:52 PM »
Hi RemiD, I am in the same situation.

I still use B3d, and Windows7, I will continue using it for many years, because that is what works for me.

I currently do some work for museums, and I always use b3d, since it is 100% stable and I can use low-performance PCs to run the games.

I don't know how much money it would take to develop a Blitz that has dx9 or dx11, it would be ideal to have Shaders, itineraries to generate soft-mesh.

My biggest problem now is that with the Naval Simulator, with Laptops + Windows 10, it runs very slow b3d, and there are several MAVs that I can't replicate on my computers.

Some things, I solved them by creating my own functions, but everything you mention, and many other things, I suppose only a genius could achieve them.

but without a doubt, if I left a Blitz with dx11 or something, I would happily put money that I don't have to be able to use it.

regards!!!!

Then you are looking no further than NB..its basically abandoned as B3D(except its not released in same way as B3D), but its very stable system, dx9/11 powered and very very fast on both low and high end hardware, while syntax is almost identical to B3D

Offline Santiago

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Re: fixing improving Blitz3d
« Reply #3 on: August 12, 2019, 04:24:19 PM »
:) NB?

Sounds good! But I can't find it on Google, what does NB mean? Sometimes I feel like I'm coming from another planet, sorry for my ignorance.

saludos!

Offline Santiago

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Re: fixing improving Blitz3d
« Reply #4 on: August 12, 2019, 04:36:38 PM »
i respond to my self. NB = Nuclear Basic :) i found it!! :) thanks

Offline RemiD

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Re: fixing improving Blitz3d
« Reply #5 on: August 12, 2019, 07:31:24 PM »
Quote
and there are several MAVs that I can't replicate on my computers.
this is most likely due to too many rendered vertices / triangles in a surface, but apparently the limit that blitz3d has is not necessary, and was set to increase compatibility with old computers. but i plan to remove this limit (if it is not a directx 7 limit)...
DualCore AMD E-450, 1646 MHz - 6 Go DDR3 1333 SDRAM - AMD Radeon HD 6320 Graphics (384 Mo) - Windows 7 Home Premium - DirectX 11.0

Offline grindalf

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Re: fixing improving Blitz3d
« Reply #6 on: August 14, 2019, 08:50:22 AM »
You should check out Blitz3D-NG. I know Kevin removed dependency on DirectPlay Im not sure if he crossed off any others on your list there but its a good place to start.

Offline STEVIE G

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Re: fixing improving Blitz3d
« Reply #7 on: August 14, 2019, 05:13:32 PM »
Quote
and there are several MAVs that I can't replicate on my computers.
this is most likely due to too many rendered vertices / triangles in a surface, but apparently the limit that blitz3d has is not necessary, and was set to increase compatibility with old computers. but i plan to remove this limit (if it is not a directx 7 limit)...

I'm pretty sure this was a DX7 limitation so you would expect a MAV on all machines.  One thing which can cause a MAV on some machines but not others is trying to write to or read from a texture/image outwith the image size.

Offline RemiD

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Re: fixing improving Blitz3d
« Reply #8 on: August 14, 2019, 07:47:10 PM »
or another cause of a MAV is trying to do something with an entity / pivot / mesh / surface which does not exist anymore (so an error in your code)
DualCore AMD E-450, 1646 MHz - 6 Go DDR3 1333 SDRAM - AMD Radeon HD 6320 Graphics (384 Mo) - Windows 7 Home Premium - DirectX 11.0

Offline RemiD

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Re: fixing improving Blitz3d
« Reply #9 on: August 14, 2019, 07:52:54 PM »
about Blitz3d-NG, the goal of kfprimm is apparently to make it cross platform and more modern (quite a quest !), i just want to fix a few bugs and add some useful functionalities, but i don't plan to rewrite the whole thing...

and honestly i don't know if i will do it, because my motivation to make games is very low these days...
DualCore AMD E-450, 1646 MHz - 6 Go DDR3 1333 SDRAM - AMD Radeon HD 6320 Graphics (384 Mo) - Windows 7 Home Premium - DirectX 11.0

Offline grindalf

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Re: fixing improving Blitz3d
« Reply #10 on: August 15, 2019, 08:57:33 AM »
Oh and it also appears as if Kevin got rid of the NaN object bug as that was causing me some problems until I switched across to NG