I've written nearly everything Blitz3D has into my own engine, but mine is a more tools-oriented approach. You probably wouldn't write a lightmapper with it.
I suppose I could rip a bunch of the code out and make a more hierarchy-based entity system like Blitz3D. To be honest, it would probably take a week to duplicate most of Blitz3D's commands, and then maybe a few more weeks to add animation.
The problem with a B3D-style system is a lot of high-end effects don't really work in a B3d-type system. Lightmaps and tangent maps have to be pre-processed, shader variables have to be set, and configuring it to all be dynamic will make it slower than a compiled BSP system. I suppose I could add vertex-based bumpmaps with a brush style/flag, and 3D World Studio could be used to pre-calculate the bump surfaces for large flat objects. Or you could write your own lightmapper.
I suppose I could rip a bunch of the code out and make a more hierarchy-based entity system like Blitz3D. To be honest, it would probably take a week to duplicate most of Blitz3D's commands, and then maybe a few more weeks to add animation.
The problem with a B3D-style system is a lot of high-end effects don't really work in a B3d-type system. Lightmaps and tangent maps have to be pre-processed, shader variables have to be set, and configuring it to all be dynamic will make it slower than a compiled BSP system. I suppose I could add vertex-based bumpmaps with a brush style/flag, and 3D World Studio could be used to pre-calculate the bump surfaces for large flat objects. Or you could write your own lightmapper.