Blitz3D+ Guides
Practical introductions to the modern rendering, effects, and development features available in Blitz3D+.
Entity Physics
Physics with Entities: make objects fall, stack, bounce and interact using a small command set, then add physical props to a classic collision game
Native UI documents
Native UI Documents: load reusable Windows forms and bind application controls by stable ID
Online Multiplayer
Shared World Multiplayer: host or join the same scene across desktop, mobile and web, share players and props, and run host-authoritative physics
Creating Executables
Executable Icons: assign an ICO or PNG image to each source program and reuse it automatically
Publishing to the Web: run a program in the browser, and create a web build anyone can play from a link
Mac and iOS
Blitz3D+ on Mac and iOS: run and debug programs on a Mac, the iOS Simulator and an iPhone or iPad with the Mac IDE, turn them into applications, and use the GUI commands and the World Editor on the Mac
Shaders in Blitz3D
Beginner: what shaders are, built-in effects, and Standard materials
Intermediate: parameters, attachments, effect stacks, asset loading, and deployment
Advanced: authoring surface, post, and raw shaders in HLSL
Image Quality
Automatic PC VR (experimental): attach stereo headset viewing, a floating HUD and optional head-relative sound to a camera
Image Quality: configure anti-aliasing, texture clarity, render scaling, frame pacing, bloom, and colour adjustment
Built-in Particles
Built-in Particles: build particle effects with presets, bursts, emitter shapes, sprite sheets, mesh particles, and Box3D collision
Prototyping and Diagnostics
Prototyping and Diagnostics: use debug shapes, statistics, captures, decals, live reload, and built-in effects to develop and diagnose projects
Interfaces
Interfaces: Shoot-'Em-Up Enemy Example: see how interfaces and type lists can organise several enemy Types behind one small, explicit contract
Modules and Larger Projects
Organising Projects with Modules: design namespaces and public interfaces, structure Module roots, understand cold and warm builds, measure cache reuse, and distribute precompiled objects
Background Jobs
Using Background Jobs: keep games and editors responsive with Worker Functions, polling, progress, cancellation, Bank messages, and stale-result rejection
Application Data
Using Application Data: own JSON handles, use explicit UUID and SHA bytes, work with Unicode paths, and publish files atomically
Asynchronous Worlds
Material Authoring API: cancellable map import, GLB/GLTF extraction, image inspection, portable publication, and named model parts
World Editor User Guide: a complete walkthrough and control reference for scene editing, assets, materials, viewport layouts, validation, saving and live debugging
Reusable Resources and Materials: share definitions, embed or extract resources, edit independent material instances, and bind imported model surfaces
Loading .world Scenes in the Background: author scenes and preload manifests, keep a loading game responsive, switch worlds safely, stream optional content, and resolve stable asset and entity IDs
Building .world Asset Collections: use the complete Blitz3D+ GUI sample to collect, filter, preview, remove, save, and asynchronously test every supported asset kind
Debugging and Authoring Worlds: inspect live scenes with DebugWorld, make controlled temporary edits, place collection models, save honest snapshots, and create worlds in the standalone editor