@ H&K...
there is no contradiction here HK... if Blitz3D was dx9 enabled, and an SDK was made available... if just an SDK were made available... i could code Blitz3D in c++, and Blitz3D's lack of OOP would no longer be an issue...
do ya see what i'm talking about...
also...
not trying to be condescending or anything, but it think that you're not fully understanding where i'm coming from on this HK...
the move to max was inevitable, Blitz must evolve... but doing so by abandoning new development for Blitz3D, that was a mistake...
until Max3D comes out, there is no compelling reason at all for me to license BMax... if i was waiting for BMax3D to complete a 3D project, well, i may as well take a vacation for the next 6 months...
stop and think for a second... why would i license BMax in order to use a wrapper, so that i can use OGRE, or Irrlicht, or 3Impact... why would i do this, when i can use any of these just as easily in c++, without Max, or any wrapper...
and again, if an SDK was available for Blitz3D, the 5 year old procedural thing wouldn't even be an issue any more...
plus... Torque is doing pretty good, and it's based on old tech as well...
like i said above... you're not taking in the whole picture...
--Mike
everyone of your "You Need OOP" statements could be reprinted as a direct contradiction to your stance here
there is no contradiction here HK... if Blitz3D was dx9 enabled, and an SDK was made available... if just an SDK were made available... i could code Blitz3D in c++, and Blitz3D's lack of OOP would no longer be an issue...
do ya see what i'm talking about...
also...
If it could have been posible to have both, then good. If on ther other hand only one was going to happen, then the chose of an oop cross platform BASIC, rather than slightly nice graphics in a 5year old Procedural Basic, was the correct one
not trying to be condescending or anything, but it think that you're not fully understanding where i'm coming from on this HK...
the move to max was inevitable, Blitz must evolve... but doing so by abandoning new development for Blitz3D, that was a mistake...
until Max3D comes out, there is no compelling reason at all for me to license BMax... if i was waiting for BMax3D to complete a 3D project, well, i may as well take a vacation for the next 6 months...
stop and think for a second... why would i license BMax in order to use a wrapper, so that i can use OGRE, or Irrlicht, or 3Impact... why would i do this, when i can use any of these just as easily in c++, without Max, or any wrapper...
and again, if an SDK was available for Blitz3D, the 5 year old procedural thing wouldn't even be an issue any more...
plus... Torque is doing pretty good, and it's based on old tech as well...
like i said above... you're not taking in the whole picture...
--Mike