Blitz3D+ Guides

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

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