Same here, I'm waiting for the 3D module too.
And because I created some programs already with Visual Basic 6, I can grasp the OOP stuff better, because the syntax is roughly the same, if you're talking about methods, field, ... in custom types.
But before the 3D module is ready, I can already create the rough layout for my game, as the loading of data, creating the type-instances (and checking if the data is loaded correctly), creating the functions that are required for my spacestations, ships, commodities, ...
I can also start to create the 3D objects with 3DS Max, so when the 3D-module is ready, I just have to implement the 3D stuff, as the 2D stuff and data-processing can be ready by then.
And using OOP, I can really separate specific functions and methods that are specific to a specific type (i.e. special funcs for stations, some for ships, ...).
This is something that can't be done using B3D.
Of course you could do this in B3D:
Where I can do this in BMax:
This will do the same, but in B3D, the function has to refer to that specific station (i) for each operation you do on the station, while in BMax it processes the type-instance itself directly, so the code will be much shorter (and maybe a bit faster).
As for the entities, camera classes and such, I think BMax will support them too in much the same way.
And because I created some programs already with Visual Basic 6, I can grasp the OOP stuff better, because the syntax is roughly the same, if you're talking about methods, field, ... in custom types.
But before the 3D module is ready, I can already create the rough layout for my game, as the loading of data, creating the type-instances (and checking if the data is loaded correctly), creating the functions that are required for my spacestations, ships, commodities, ...
I can also start to create the 3D objects with 3DS Max, so when the 3D-module is ready, I just have to implement the 3D stuff, as the 2D stuff and data-processing can be ready by then.
And using OOP, I can really separate specific functions and methods that are specific to a specific type (i.e. special funcs for stations, some for ships, ...).
This is something that can't be done using B3D.
Of course you could do this in B3D:
For i = 0 to MaxStations ProduceFinalProduct(ArrayStations(i)) Next
Where I can do this in BMax:
For i = 0 to MaxStations ArrayStations[i].ProduceFinalProduct() Next
This will do the same, but in B3D, the function has to refer to that specific station (i) for each operation you do on the station, while in BMax it processes the type-instance itself directly, so the code will be much shorter (and maybe a bit faster).
As for the entities, camera classes and such, I think BMax will support them too in much the same way.