Collision is literally the only Blitz3D routine that I haven't duplicated in OpenGL code. I've got meshes, coordinate transformations, picking, different materials (with like 81 possible blend modes, not 3).
I'm not interested in duplicating Blitz3D in OpenGL. I am interested in an open-source, totally customizable 3D engine. I wouldn't suggest this if it meant a lot of work just to get a 3D engine working, but with all the code I have now, it wouldn't be a big deal, just a few days of work.
Is anyone interested, who has useful routines they are willing to implement? I am interested in things like math-based picking, file format loaders, and collision. All data would be stored in banks, so you could add functions via DLL's and access the memory directly. I use this system for CShop, and when the "Blitz is hacked" post came out, I noticed that Mark does almost the exact same thing.
If we have full control of the system, we don't have to wait around for Mark to add BSP's, vertex weights, or correct bump mapping. THe problem now is that Blitz3D doesn't let us access the low-level routines, so even if you compile a BSP tree, it's useless because you can't hide part of a mesh, and not merging the meshes makes the program even slower.
I'm not interested in duplicating Blitz3D in OpenGL. I am interested in an open-source, totally customizable 3D engine. I wouldn't suggest this if it meant a lot of work just to get a 3D engine working, but with all the code I have now, it wouldn't be a big deal, just a few days of work.
Is anyone interested, who has useful routines they are willing to implement? I am interested in things like math-based picking, file format loaders, and collision. All data would be stored in banks, so you could add functions via DLL's and access the memory directly. I use this system for CShop, and when the "Blitz is hacked" post came out, I noticed that Mark does almost the exact same thing.
If we have full control of the system, we don't have to wait around for Mark to add BSP's, vertex weights, or correct bump mapping. THe problem now is that Blitz3D doesn't let us access the low-level routines, so even if you compile a BSP tree, it's useless because you can't hide part of a mesh, and not merging the meshes makes the program even slower.