Do we really need An offical Max3d

Miscellaneous Forums/General Discussion/Do we really need An offical Max3d

Ogre is pretty neat and already has high level abstraction with a nice but slightly different node/entity system. It allready has the majority of Blitz3D functions in there. Just in a little more detail

I'm using the freely available BMax 3d engine wrappers right now, and I agree they are great

Compare that to a typical unsupported, hacked together, mess that dies when the author doesn't feel like updating or providing continuous support

So what we want, is a supported 3d system. I agree. I mess with Eliza and mini3dmax, but I have no intention on actualy usesing them in a project. I was tempted to buy Auora (It came out the week I started Bmax). I am waiting for an officialy supported Max3d.

If you look at the first line of my post
"I’ve been thinking about this, and I’m not sure that Bmax really needs an offical Max3d Mod, (That is one written by Mark)."

So Does Bmax really need an Max3d Mod written by Mark
Couldnt Brl, (Yes I know thats Mark, but anyway), Buy/negtiate one of these wrappers, and support that.
We would have a supported 3d engine for Bmax.
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Am I asking for Maxa3d to be abbandoned? No.

What I really want is a Diagram structure of the language. That is, which of the available models for 3d that have been created for Bmax MOST looks like the way Mark thinks Max3d will look.

Am I looking at

Object.Rotate ( Params )
or
Rotate (Ptr Object, Params)

For example? {Or god forsake Object(_Object).Rotate(Ptr Object, [ params ]}

If fact couldnt we have.... A manual before it comes out ;)

I know its not Marks bag to workLog much. But Ha, you know?