Beta · New language & 3D engine features

New powers. Same Blitz.

Flip one switch and Blitz grows methods, interfaces, collections, 64-bit types and modules — while the engine opens up glTF 2.0 assets, PBR materials, Box3D physics, HLSL shaders and multiple worlds. Every classic command still works.

Beta · in every Blitz3D+ install · one switch in the IDE · classic code still runs
Blitz3D+ IDE
castle.bbaliens.bbship.bbcrates.bb
1 2 3 4 5 6 7 8 9 10 11 12 13 14; The same castle - now streamed in the background. castleWorld=LoadWorldAsync("castle/castle.world") While Not WorldReady(castleWorld) progress=WorldLoadProgress(castleWorld) TurnEntity spinner,.5,1.0,.25 UpdateWorld RenderWorld Text 24,24,"Loading: "+(progress/10.0)+"%" Flip Wend SetWorld castleWorld SetAudioWorld castleWorld
Extended mode · Win64 target✓ Check OK  ·  D3D12

Everything new in extended mode

Everything the classic did, plus the toolbox it always deserved. Select Extended mode in the IDE and a whole new arsenal sits alongside the classic command set.

🎮

Types, Methods & Interfaces

Give your Types methods, constructors, field defaults and enums — then bind unrelated Types to one contract with Interfaces.

MethodImplementsSelf
📦

Built-in Collections

First-class Lists, Maps, Sets, Queues and Stacks with natural Blitz syntax — no more hand-rolled linked lists.

Int Map By StrStr QueueInt List
🧮

Long, Double, Enums & Modules

True 64-bit integers and doubles, enums that give related constants a clear qualified name, and modules that expose clean public APIs without naming clashes.

LongDoubleEnum
⚔️

Box3D Physics

Rigid bodies, hulls, joints, sensors, ray casts and terrain height fields in true Blitz style — with 151 ported sample scenes to raid.

CreatePhysicsBodyPhysicsBodyImpulse
🧊

glTF 2.0 Assets

Load .gltf and .glb straight into LoadMesh and LoadAnimMesh — skins, animation clips, morph targets, meshopt and KTX2 textures included.

LoadAnimMesh "hero.glb"LoadGLTFScene
✨

Standard PBR Materials

A metallic/roughness Standard material as an ordinary Blitz brush — plus equirectangular skyboxes and image-based lighting. No HLSL required.

CreateStandardBrushBrushPBRCreateSkyBox
🎨

HLSL Shaders

Load Shader Model 6 surface and post-process shaders compiled with DXC, then drive their named parameters straight from Blitz code — sample scenes included.

LoadShaderEntityShaderShaderFloat
🛠️

Native GUI Toolkit

Build editors and tools in Blitz: BlitzPlus-style windows, gadgets, menus and requesters — Unicode, per-monitor DPI, with an embedded D3D12 canvas.

CreateWindowCreateCanvasWaitEvent
🧞

Engine-grade Extras

GPU skinning, instancing and LOD, shadows, particles, terrains, multiple worlds, async world loading and background job workers — all built in.

Shadows 1CreateTerrainLoadWorldAsync

From Blender to your game in one line

Blitz3D+ speaks glTF 2.0 — the format every modern tool exports. One .glb file carries meshes, skins, named animation clips, morph targets and PBR textures.

The pipeline fox.glb
Blenderor any DCC tool
→
fox.glbone file, everything in it
→
LoadAnimMeshthe command you know
→
ScreenPBR, animated, shadowed
1 2 3 4 5; load, check, find a clip, play it. Done. character=LoadAnimMesh("fox.glb") If character=0 Then RuntimeError ModelLoadError() walk=FindAnimSeq(character,"Walk") Animate character,1,1,walk
  • Named clips & crossfades. FindAnimSeq(mesh,"Walk"), true advancing crossfades, bone sockets and an animation-event queue.
  • Async world streaming. LoadWorldAsync loads a .world scene in the background while your loading screen actually animates.
  • Legacy formats still welcome. .b3d, .x, .3ds and .md2 load exactly as they always did.
  • Compact production assets. Meshopt compression, quantized attributes and KTX2 textures are handled automatically.
  • Real diagnostics. A bad model gives you ModelLoadError$(), not a silent black mesh.

Blitz3D classic vs Blitz3D+

Side by side: everything you had, and everything that's new.

Blitz3DBlitz3D+
RendererDirectX 7 fixed-functionDirect3D 12, Shader Model 6, DXGI flip model
TargetsWin32 onlyNative Win32 + Win64
Models.b3d / .x / .3ds / .md2All of those + glTF 2.0 / .glb with PBR
LanguageTypes with fieldsMethods, constructors, interfaces, enums, collections, Long/Double, modules
Shadowsroll your ownShadows 1 — cascaded shadow maps
Physicsthird-party DLLsBox3D rigid bodies built in, 151 samples
AudioFMOD 3.75XAudio2 + X3DAudio positioning & Doppler
Concurrency—Compiler-checked background job workers
DebuggingStop commandsGutter breakpoints, debug draw, stats overlay
Price$100Free — zlib/libpng licence
2×
Native targets — Win32 & Win64
725
Runnable examples in the box
100%
Classic Blitz3D commands kept
$0
Free under the zlib licence

Ready to flip the switch?

Extended mode ships in every Blitz3D+ install — select it in the IDE, or pass --mode extended to the compiler. Your classic code carries on working either way.