well, decent speed? What are you useing, dlls or some tricky blitz code?
Don't get me wrong, Blitz3D is my absolute favorite tool around here. Neverless, watch my case. I am working on a standard FPS shooter engine for several years now. While in the beginning the tech gap between my engine and the market leaders wasn't so obvious, it's now looking kind of like "last century". There is now a remarkable lack of features:
-support for proper shadows - including hardware-accellerated shadow volume creation.
(DevilsChild's engine may be the best solution right now, but still not industry speed)
-support for vertex shaders
-support for pixel shaders
-easy to use, stabile, fast built in physics
But it really takes a lot until you hit the limits of BLitz3D and DX7. It's not the way that you need shaders on day 2 of your engine project. Neverless, if you really plan to do a commercial fps game or so, it will be pretty chanceless without a minimum of standard gfx features. (DOF, Bloom, MOtion blur, BW/Green filters, etc. proper bumbmapping) and therefor a huge waste of 3d artwork. That's why I still didn't gave up my hope for Max3D for Blitzmax.
Don't get me wrong, Blitz3D is my absolute favorite tool around here. Neverless, watch my case. I am working on a standard FPS shooter engine for several years now. While in the beginning the tech gap between my engine and the market leaders wasn't so obvious, it's now looking kind of like "last century". There is now a remarkable lack of features:
-support for proper shadows - including hardware-accellerated shadow volume creation.
(DevilsChild's engine may be the best solution right now, but still not industry speed)
-support for vertex shaders
-support for pixel shaders
-easy to use, stabile, fast built in physics
But it really takes a lot until you hit the limits of BLitz3D and DX7. It's not the way that you need shaders on day 2 of your engine project. Neverless, if you really plan to do a commercial fps game or so, it will be pretty chanceless without a minimum of standard gfx features. (DOF, Bloom, MOtion blur, BW/Green filters, etc. proper bumbmapping) and therefor a huge waste of 3d artwork. That's why I still didn't gave up my hope for Max3D for Blitzmax.