Personally Caffy, I would not roll minib3d with the official mods just yet.
I agree. Simon has done a brilliant job, and for many (most?) 3d apps it will do the job, but there are some cases where it may not perform as hoped.
There are two issues that are preventing me from utilising MiniB3d at this stage.
1. Collisions. I’m not seeing decent performance when incorporating moving objects. Example: I have a flat landscape of trees, and moving projectiles, all collideable – speed noticeably stutters. Equivalent Blitz3D code does not exhibit this problem. Perhaps I’m not properly utilising octrees?
2. BlitzMax 2D commands cannot be mixed with MiniB3D. I’m aware of Klepto2’s RenderWorld modification and I was using it, but it does not seem to work in MiniB3D 0.41. I’m also aware that you can use Sprites for some 2d operations (eg simulate a HUD, etc), but I have yet to test this. Could I implement a 2d overhead map that updates in real-time, or status bars, etc? Would there be significant performance tradeoffs? I need to investigate this further.
Anyhow, they are the issues I’m facing with MiniB3d at the moment. I’d be happy to post some code examples if anybody is interested…