Blitz3D's "engine" is extremely minimal, almost to the point of being a simplified wrapper of DirectX. Most everything is done in the "script" of the Blitz language.
I think we are actually talking about the same thing, just with crossed wires. :DThe above things -are- the game. Things like physics, particles, physics, animators etc. are practically 'generic' for any game of that type.
For example i dont class the under-the-hood, hidden part of b3d that loads a mesh as part of my 'game' itself, its just there, part of the engine and not specific to my game code. I wouldnt say anything i wrote using Blitz was a mix of B3D scripting and C++, simply because b3D was written in c++.
After all the HL2 engine has been used for more than one game.
Of course, i understand what you are saying, as soon as any of it is linked in to the game, it is part of it.
Blitz3D's "engine" is extremely minimal, almost to the point of being a simplified wrapper of DirectX. Most everything is done in the "script" of the Blitz language.
Although i wouldnt really call Blitz3D's game engine 'minimal' as without it's engine functions theres very little left either. The entire 'language' is built -around- that engine. So the engine -IS- more or less B3D.