According to his worklogs he is not starting from scratch and it is much more logical to build the engine as a lib.
Exactly but i think you misunderstood what i was saying. By "compiler and language" i meant BlitzMAX (as native) and by "already started" i was refering to the underway Max3D engine.My point was:
To create a new "blitz3d" (as a self contained all-in-1 language+engine+debugger+compiler+ide as some are wanting) it would (aparently) require almost a re-write from scratch, as blitz3d is non-modular and too embeded in dx7 stuff. If this is the case it makes it a totally impractical course.