'If this is the case you're going to have a lot of work. '
I agree, it could/will be a lot of work.
'I've found porting stuff from Blitz3D to Max isn't a simple matter. '
I agree that it will not be a 'push a button' kind of conversion. Actually I'm not so worried about my code (which I know well and which is fairly simple in its execution), it's the nuts and bolts of character animation, collision and the external libraries included. I'm hoping that a number of the SFX libraries can be biffed as they try to do things the Blitzmax3d module will likely offer as native features, but core stuff like Turltle's A* pathfinding - well, I'm hoping he might do an update, and that once the 3d module is out, others might convert their stuff to Bmax as well. And actually looking at Bmax my impression is that I'll be able to cut down much of my code (which is all chopped up into functions) and that at the end of the day, it's still Basic eh? I'm not porting from Basic to say, C++.
(Also, I think Mark (or Blitzsupport) has stated that it's recognised that the convertor is limited and that BRL will be looking at updating the convertor.)
'and program structure is very different in Max'
See above - but I'd be very interested in what others think about that - what their experience has been when converting existing Blitz code to Bmax.
'You may just find yourself rewriting the whole thing'
I think that statement is an exaggeration.
'If you are always holding out for the next big thing before release then you'll never release it'
If by 'always' you mean the length of time I've taken, well maybe. If you mean the number of programs/enginges I've gone through, that statement doesn't hold up (Blitz3d ->Bmax).
'Not to mention the 3D module doesn't look like it's arriving anytime soon'
I can wait.
I agree, it could/will be a lot of work.
'I've found porting stuff from Blitz3D to Max isn't a simple matter. '
I agree that it will not be a 'push a button' kind of conversion. Actually I'm not so worried about my code (which I know well and which is fairly simple in its execution), it's the nuts and bolts of character animation, collision and the external libraries included. I'm hoping that a number of the SFX libraries can be biffed as they try to do things the Blitzmax3d module will likely offer as native features, but core stuff like Turltle's A* pathfinding - well, I'm hoping he might do an update, and that once the 3d module is out, others might convert their stuff to Bmax as well. And actually looking at Bmax my impression is that I'll be able to cut down much of my code (which is all chopped up into functions) and that at the end of the day, it's still Basic eh? I'm not porting from Basic to say, C++.
(Also, I think Mark (or Blitzsupport) has stated that it's recognised that the convertor is limited and that BRL will be looking at updating the convertor.)
'and program structure is very different in Max'
See above - but I'd be very interested in what others think about that - what their experience has been when converting existing Blitz code to Bmax.
'You may just find yourself rewriting the whole thing'
I think that statement is an exaggeration.
'If you are always holding out for the next big thing before release then you'll never release it'
If by 'always' you mean the length of time I've taken, well maybe. If you mean the number of programs/enginges I've gone through, that statement doesn't hold up (Blitz3d ->Bmax).
'Not to mention the 3D module doesn't look like it's arriving anytime soon'
I can wait.