2DMax v.s. Blitz3D?

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"It could be argued that you shouldn't have to fanny around with all this."

Agreed. At this point in my software "careeer" I'm done writing low level optimized code. I did enough 6502, 68000 assembly back in the day. ;) Thanks to BMax (and modern gpu/cpu) I (anyone!) can create a generic high level "multi use" engine that will serve probably all of my 2d needs for now and into the future. As long as my little engine can shift a few hundred sprites around at 30 or 60fps on most machines, I'm happy. ;)

"...is where the TAnim code will make a difference...."

One of the first things I did was implement a generic single surface type blit similar to the TAnim handling. On my dev box, my average fps increase was around 8fps. The speed wasn't the issue, it was the fact that I could put as many sprites on 1 texture, which was how I was used to doing it in VB6 with DX8. ;)