Anyhoo, I expect Mark is more interested in his own 3D format - like the B3D one - which gives him exactly what he wants.
Of course, nothing stopping someone else coming up with a converter...
Of course, nothing stopping someone else coming up with a converter...
As outlined in my posts above, the main concern is how you convert your models to his format. I agree that he should use a proprietary format, but this time he should also provide proper conversion tools as well. In fact, the discussion pivots around either having a single converter from FBX, or one for each modeller. He avoided this matter entirely with B3D, and it became the biggest wall you will encounter in 3D game development with Blitz3D if you aim at something just a little more complex than basic mesh importing. Third party conversion tools are few and usually quite poor, with the exception of the max pipeline.
For me, (aside from the 3D) its almost like b3d's base language, but comes with some really powerful extras.
Well, there is one substantial difference though, since it uses a garbage collector. However, language aside the main issue obviously is that it can't be backward compatible and you have to rewrite your whole codebase (it would happen anyway with a B3D v2 though).