TBH, the whole advantage of B3D in an OOP environment had slipped my mind, not ever really having done any coding with an OOP language, myself. I've dabbled with C++ in the past, but mainly coded in plain C.
I'll be interested to see how well the SDK integrates with bmax, given that the B3D commandset isn't based around OOP. If things look as painless as using Blitz3D, I may even take the leap and get bmax, at last. As James suggests, I don't really give a toss about DX10, shaders etc. - I wouldn't need them in any game I would likely want to write :)
I'll be interested to see how well the SDK integrates with bmax, given that the B3D commandset isn't based around OOP. If things look as painless as using Blitz3D, I may even take the leap and get bmax, at last. As James suggests, I don't really give a toss about DX10, shaders etc. - I wouldn't need them in any game I would likely want to write :)