he was working on pipeline 2. which was going to be a general purpose exporter that exported XML files that get parsed to whatever format you want.
I think he got bogged down with real life work and stopped working on pipeline altogether last time I heard. Either that or his current contract doesn't allow for him to develop for 'competing products'
Used to correspond with him quite a lot in the old days, but he does seem to have disappeared and no longer responds to his emails.
Hope he's ok, and I really love what he did with the pipeline, its the best exporter I have used anywhere. The b3d extensions should be portable to bmax, and you should be able to use brush names to call .FX or .HLSL files saved in max. So if bmax supports .b3d natively I don't see why we shouldn't be able to continue using .B3D and pipeline for quite some time.
It still supports features that couldn't easily be incorporated in blitz3D projects like streaming Xref levels and stuff off of the HD. And obscurer occluders which would be pretty handy with a render engine that isn't so limited by surface counts.
I think he got bogged down with real life work and stopped working on pipeline altogether last time I heard. Either that or his current contract doesn't allow for him to develop for 'competing products'
Used to correspond with him quite a lot in the old days, but he does seem to have disappeared and no longer responds to his emails.
Hope he's ok, and I really love what he did with the pipeline, its the best exporter I have used anywhere. The b3d extensions should be portable to bmax, and you should be able to use brush names to call .FX or .HLSL files saved in max. So if bmax supports .b3d natively I don't see why we shouldn't be able to continue using .B3D and pipeline for quite some time.
It still supports features that couldn't easily be incorporated in blitz3D projects like streaming Xref levels and stuff off of the HD. And obscurer occluders which would be pretty handy with a render engine that isn't so limited by surface counts.