Here is my take.
- AnimImageFast (Single Surface Image Drawing)
From what I can tell, only useful if you make extensive use
of AnimImages - which may not be the case.
** It's great for things like Particle engines and graphics that have a similar size. Did you know that BMAX creates a seperate surface for each AnimImage!!!
- bMapText (Single Surface Bitmap Text Library)
Depending on how it works, may be generally applicable.
**It does what it says on the tin.
- DeltaTime (Pre build timing module)
Again, depending on how it works, may be generally applicable.
** Agreed
- Indie_Astar (A* PathFinding 2D)
Only useful if your game data is structured as a dense graph.
** Agreed
- Poly (Full Polygonal Suite for Vector Graphics, scaling, rotation and collision hulls. Integrates with TexturedPoly)
Only useful if you want to work with polygons.
** Actually no, you could wrap a sprite with a collision hull and have mega fast near perfect pixel collisions.
- ProjMatrix (Projection Matrix Handler with zoom and rotate)
Useful as a silver bullet for making your game more resolution independant - generally applicable.
** Aye.
- RC4 (RC4 Encryption and Decryption)
If it's a strong implementation, only useful if you need RC4 encryption.
** Great for storing highscores, player data etc on disk.
- SoundLib (MultiChannel Audio Management Library, Loop sounds, Queue Sounds, SingleShot Samples , Fade in and out etc.)
Only useful if the built-in sound support isn't good enough for you.
** This is adding to the existing support and is build around the sound module.
- TexturedPoly (Draw Textured Polys with any Image, includes GlowingLines)
As above, mostly useful if you're doing that polygon thing.
** Yep
- Timers (High Resolution Timer Module)
Only really nessecary if you need higher than MilliSecs() resolution and accuracy.
** it's a Millsecond timer but you can run 100's of them.
These modules have been used in some shape or form in all our games. GEOM for example uses 8 out of 10 on the B3D Platform.
- AnimImageFast (Single Surface Image Drawing)
From what I can tell, only useful if you make extensive use
of AnimImages - which may not be the case.
** It's great for things like Particle engines and graphics that have a similar size. Did you know that BMAX creates a seperate surface for each AnimImage!!!
- bMapText (Single Surface Bitmap Text Library)
Depending on how it works, may be generally applicable.
**It does what it says on the tin.
- DeltaTime (Pre build timing module)
Again, depending on how it works, may be generally applicable.
** Agreed
- Indie_Astar (A* PathFinding 2D)
Only useful if your game data is structured as a dense graph.
** Agreed
- Poly (Full Polygonal Suite for Vector Graphics, scaling, rotation and collision hulls. Integrates with TexturedPoly)
Only useful if you want to work with polygons.
** Actually no, you could wrap a sprite with a collision hull and have mega fast near perfect pixel collisions.
- ProjMatrix (Projection Matrix Handler with zoom and rotate)
Useful as a silver bullet for making your game more resolution independant - generally applicable.
** Aye.
- RC4 (RC4 Encryption and Decryption)
If it's a strong implementation, only useful if you need RC4 encryption.
** Great for storing highscores, player data etc on disk.
- SoundLib (MultiChannel Audio Management Library, Loop sounds, Queue Sounds, SingleShot Samples , Fade in and out etc.)
Only useful if the built-in sound support isn't good enough for you.
** This is adding to the existing support and is build around the sound module.
- TexturedPoly (Draw Textured Polys with any Image, includes GlowingLines)
As above, mostly useful if you're doing that polygon thing.
** Yep
- Timers (High Resolution Timer Module)
Only really nessecary if you need higher than MilliSecs() resolution and accuracy.
** it's a Millsecond timer but you can run 100's of them.
These modules have been used in some shape or form in all our games. GEOM for example uses 8 out of 10 on the B3D Platform.