Practical introductions to the modern rendering, effects, and development features available in Blitz3D+.
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: load reusable Windows forms and bind application controls by stable ID
Shared World Multiplayer: host or join the same scene across desktop, mobile and web, share players and props, and run host-authoritative physics
Controller Input: use classic joystick commands or standard gamepad controls, handle connections during play, tune dead zones, and add vibration on desktop, iOS, Android and web
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
What Works Where: see which features work on Windows, a Mac, Linux, an iPhone or iPad, Android and the web, where each kind of program is made, and how a program can tell where it runs
Mobile Input and Virtual Controls: read iOS/Android touch and acceleration, add gamepad or keyboard overlays to existing input loops, and try playable Extended-mode examples
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
Game Services: add achievements, leaderboards, cloud saves and in-app purchases on iPhone, iPad and Android, and keep the game playable offline
Android APK export: build and run an Extended program on an ARM64 Android device or emulator from the Mac IDE, with touch controls and accelerometer input
Blending Textures: lay painted lines over a road and combine other textures, with texture layers, a second strip, decals, a shader of your own or terrain layers, and choose the way that suits your material
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
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: build particle effects with presets, bursts, emitter shapes, sprite sheets, mesh particles, and Box3D collision
Memory Reporting: capture a menu baseline, compare retained level allocations and reusable pools, and export the debugger's report
Prototyping and Diagnostics: use debug shapes, statistics, captures, decals, live reload, and built-in effects to develop and diagnose projects
Interfaces: Shoot-'Em-Up Enemy Example: see how interfaces and type lists can organise several enemy Types behind one small, explicit contract
Organising Projects with Modules: design namespaces and public interfaces, structure Module roots, understand cold and warm builds, measure cache reuse, and distribute precompiled objects
Using Background Jobs: keep games and editors responsive with Worker Functions, polling, progress, cancellation, Bank messages, and stale-result rejection
Using Application Data: own JSON handles, use explicit UUID and SHA bytes, work with Unicode paths, and publish files atomically
Material Authoring API: cancellable map import, GLB/GLTF extraction, image inspection, portable publication, and named model parts
AI Assistants in the World Editor: let Claude Code, Codex, Claude Desktop or Cursor build your worlds in the World Editor, with the plan you already have
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
Saving and Exporting Resource Projects: save a world with its resources, recover an interrupted save, follow dependencies and history, and export a project
Environment and Camera Presets: store ambient light, shadows, a sky and reflections, or a camera effect chain, and apply them to worlds and cameras
Sound Definitions and Audio Mixes: declare sounds with their playback defaults, place and activate emitters, and apply and preview mixes
Authored Particle Effects: build groups of emitters, with their timing and seeds, in the World Editor's Particles tab
Animation Sets: name a model's clips with modes, speeds, blends and events, and play them by name
Terrain Resources: define terrains with heights, holes, appearance and scatter, and build independent copies of them in your program
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: import, filter, preview, remove and save every supported asset kind in the World Editor's Assets tab, then play the saved world
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