Some features of MiniB3D:
- fully Crossplattform
- B3D Model Loading (extended Version: + 3DS + MD2)
- Collisions
- and nearly most Commands of B3D are already converted
The speed is hardly depending from your graphics hardware and drivers. Some people (like me) some samples runs faster then the b3d ones and for some people it is slower. The main reason
is maybe the lack of good OpenGL Drivers or the early stage of minib3d (speed optmizing is only done in a rudimentary way).
Some people are already doing a lot of stuff (writeing whole games) with minib3d.
For my part I think miniB3D has already everything a user may need to convert from B3D to MiniB3D.
PS: my extended Version already support the usage of
- VBO (Vertex buffer Objects - big speed increase for highpoly surfaces)
- GLSL Shaders
- static 3DS loader
- MD2 Loader
- Max2D support
Currently 'working on' features:
- Stencil Shadows (ZPass and ZFail(ZFail a bit buggy)
- Physic Integration due to implementing NewtonSDK on an abstract layer (crossplattform already tested)
- Shader based PostFX
- fully Crossplattform
- B3D Model Loading (extended Version: + 3DS + MD2)
- Collisions
- and nearly most Commands of B3D are already converted
The speed is hardly depending from your graphics hardware and drivers. Some people (like me) some samples runs faster then the b3d ones and for some people it is slower. The main reason
is maybe the lack of good OpenGL Drivers or the early stage of minib3d (speed optmizing is only done in a rudimentary way).
Some people are already doing a lot of stuff (writeing whole games) with minib3d.
For my part I think miniB3D has already everything a user may need to convert from B3D to MiniB3D.
PS: my extended Version already support the usage of
- VBO (Vertex buffer Objects - big speed increase for highpoly surfaces)
- GLSL Shaders
- static 3DS loader
- MD2 Loader
- Max2D support
Currently 'working on' features:
- Stencil Shadows (ZPass and ZFail(ZFail a bit buggy)
- Physic Integration due to implementing NewtonSDK on an abstract layer (crossplattform already tested)
- Shader based PostFX