Marks Latest Worklog

Miscellaneous Forums/General Discussion/Marks Latest Worklog

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There are tons of stuff that to me, are creative bottlenecks in Blitz3D...

One of the greatest weakness that I found in Blitz3D are the way we can use Types which I find very limited. Blitz3D isn't really made to play with memory using pointers, which is also a big weakness I find. of course, these could be categorized as advanced user type coding, but when you want to make a game, you get to a point that it is hard to do without, unless you overcomplicate the code. I haven,t looked at how BlitzMax manages this, but the way Types are used in Blitz3D are rather limited.

CSG is another one of the things I wished Blitz3D had. That way you get to make complex models out of CSG operations. So, normally, when you end up with your models, they are supposed to be compatible with, say a physics engine, collision, stencil shadow system, etc... Just like the models you would do in 3DS max! This is what I always wanted. There were some CSG code in the archive, but they are buggy and slow :( But, this is something I wish could be incorporated in the language. Some here might be shocked to learn that Dark Basic Pro incorporates CSG instructions! I never used DBPro but it just stunned me that it included something that, to me sounds so complex.