Actually, it is not useless to prepare.
A: There will be a converter for Blitz-Blitz Max code made by Mark Sibly himself.
B: I'm under the impression that a large part if not all of StormGL is not written in blitz. However, I could be wrong.
A quote of RetroBooster's:
Since they could use this C(++) code in a blitzmax module there should be no problem in using it. Infact, it seems that it will probably be released before mark's 3d engine, although that's just speculation.
A: There will be a converter for Blitz-Blitz Max code made by Mark Sibly himself.
B: I'm under the impression that a large part if not all of StormGL is not written in blitz. However, I could be wrong.
A quote of RetroBooster's:
Since the calculus for all this is located in extremely optimized C(++) DLL's rendering and AGP bandwith determine performance, the scene shown in the first shot, which contains 200 trees, a terrain and a lake, totaling to some 120.000 tris (not all being rendered at a time ofcourse), runs at acceptable speed (50 fps) on a GeForce 2 in 800x600 32 bits. It speeds up to 120 and up when lowering the detail settings.
Since they could use this C(++) code in a blitzmax module there should be no problem in using it. Infact, it seems that it will probably be released before mark's 3d engine, although that's just speculation.