3DGamesStudio is indeed a good product.
For me, the freedom that a complete programming language gives, is way more important than a pre-made engine which can be only customized.
In other terms, with B3D you have the ability of creating your own engine, and make it simple or complex as you like.
The 3DGS is a pre-made engine where you build the rest all around, configure a level and modify, between certain limits, the entity's behaviour.
The advantage of 3DGS is that you have an all-in-one product: a level editor, a mesh editor, a script language, and from the screenshots seems quite powerful.
I did tryed it, it was a demo version, and an old one. I simply didn't like the limitations and, talking about that old version, the time to compile a level was really frustrating. Without mention the prices..
Perhaps now the things are changed; but if you ask me, I prefer to deal with a no-limit language rather than customizing an engine.
Also, if you need just to code a simple application, then you don't need to use a whole engine to accomplish that; you just need few lines of code, a fast compiler, and you've done.
To put it simple, you can of course make interesting games with 3DGS; with Blitz3D, not only you can do the same - and IMHO much better - but you, with enough knowledgment and time, could build an engine like 3DGS.
I've red your first post, and seems to me you are a bit scared by math.
Well I can tell you that you don't need to be Einstein to make a good game, but indeed you need to deal with 3D objects in the world.
The same amount of math you would need also when you want to customize deeply your 3DGS level. In fact, if you want to apply your personal behaviour to some entity in the game, then you have to deal with a script language.
And in that script language, you have to code your math.
What I want to say, is that customizing an engine does not mean you don't have to deal with math.
Anyway, I don't know how the script in 3DGS would be like, if I want to point an entity and move toward it with a certain speed, when the distance is less than 10 units. But I can tell you a way it could be written in Blitz:
Still scared by 'math' ?
Sergio.
For me, the freedom that a complete programming language gives, is way more important than a pre-made engine which can be only customized.
In other terms, with B3D you have the ability of creating your own engine, and make it simple or complex as you like.
The 3DGS is a pre-made engine where you build the rest all around, configure a level and modify, between certain limits, the entity's behaviour.
The advantage of 3DGS is that you have an all-in-one product: a level editor, a mesh editor, a script language, and from the screenshots seems quite powerful.
I did tryed it, it was a demo version, and an old one. I simply didn't like the limitations and, talking about that old version, the time to compile a level was really frustrating. Without mention the prices..
Perhaps now the things are changed; but if you ask me, I prefer to deal with a no-limit language rather than customizing an engine.
Also, if you need just to code a simple application, then you don't need to use a whole engine to accomplish that; you just need few lines of code, a fast compiler, and you've done.
To put it simple, you can of course make interesting games with 3DGS; with Blitz3D, not only you can do the same - and IMHO much better - but you, with enough knowledgment and time, could build an engine like 3DGS.
I've red your first post, and seems to me you are a bit scared by math.
Well I can tell you that you don't need to be Einstein to make a good game, but indeed you need to deal with 3D objects in the world.
The same amount of math you would need also when you want to customize deeply your 3DGS level. In fact, if you want to apply your personal behaviour to some entity in the game, then you have to deal with a script language.
And in that script language, you have to code your math.
What I want to say, is that customizing an engine does not mean you don't have to deal with math.
Anyway, I don't know how the script in 3DGS would be like, if I want to point an entity and move toward it with a certain speed, when the distance is less than 10 units. But I can tell you a way it could be written in Blitz:
If EntityDistance(source,target) < 10 then TurnEntity source,target MoveEntity source,0,0 speed ; endif
Still scared by 'math' ?
Sergio.