Now that Blitz3D is Free and OpenSource..

Blitz3D Forums/Blitz3D Programming/Now that Blitz3D is Free and OpenSource..

RustyKristi(Posted 2016) [#1]
This is probably a bit too late with all the new stuff going around and I know times have changed and almost all here has moved forward to other great stuff (ahem MX2). But for those of you who are still using Blitz3D as their primary tool or working on some stuff, I hope you find this interesting.

Moving on, there are some small issues that should now be updated and I would like to point out a few now it can be modified through code and not use hacks anymore.

StartupFix
That annoying console window, I'm sure this can now be changed in sources to not act this way.

Window Icon/App Icon
Probably the cleanest approach is to compile blitz3d runtime for every project, but I'm sure most will do fine with Reshacker (again) ;-)

Tangent Space Normal Mapping
Calculations using blitz3d code, lots of demos here and there, so now maybe fixed it directly into the engine and call it by a new function or detect since B3D has texture layers already.

Disable bilinear filtering on textures
http://www.blitzbasic.com/Community/posts.php?topic=103591 (#17)

Tweak the intensity/falloff of directx7 lights as you want
http://www.blitzbasic.com/Community/posts.php?topic=75711 (#1)

Alternative Sound Library and Optional FMOD Audio
Use alternative sound libraries and wrappers.


What has been added to date (July 2016)
==========================

Additional Brush, Vertex, Bone functions and RenderToTexture
Probably categorized as Extras but Thank You BobySait!
http://www.blitzbasic.com/Community/posts.php?topic=105408

DirectPlay Removal (for Windows 10)
Kevin (kfprimm) already addresses this issue so it is a good start
https://github.com/kfprimm/blitz3d-ng


[Put Your List Here or Just comment below]


Not talking about radical changes like DX9/11 support or OGL (why not). Just some tweaks that was solved before through hacks as I have gathered eventually.

This may serve as a heads up to new coders coming in or for the brave and willing it is a list or just a reminder of to dos or what can now be done.


RemiD(Posted 2016) [#2]
I would add :

to disable bilinear filtering on textures :
http://www.blitzbasic.com/Community/posts.php?topic=103591 (#17)

to tweak the intensity/falloff of directx7 lights as you want :
http://www.blitzbasic.com/Community/posts.php?topic=75711 (#1)

(i suggest to be more descriptive about the addons created by Bobysait, these functions can be very useful for some games)


RustyKristi(Posted 2016) [#3]
Thanks RemiD, it should be just for avoiding hacks on must have features as Bobysait's work is more like new features or contribution and is now completed as C++ sources. but updated the description


RemiD(Posted 2016) [#4]

it should be just for avoiding hacks on must have features as Bobysait's work is more like new features


i don't agree, being able to retrieve the position of a skinned vertex, being able to create a rigg with joints/bones, being able to set the influences of some joints/bones over some vertices, are essential functionalities which have been asked by several people over the years.

Now the problem we will encounter (for those who don't understand c++ well) is how to merge the different source codes to have a final blitz3d executable with all essentials mods/addons.


RustyKristi(Posted 2016) [#5]
Ok got it, so is it possible now to create rigs with Bobysait's code?


RustyKristi(Posted 2016) [#6]
It is also worth mentioning the current issue of FMOD and its licensing. Do I have to acquire license if I use the blitz3d source (FMOD.dll) or not with the latest 1.108c version?

Maybe worth mentioning on a new thread or just find the latest one dealing with this.


RemiD(Posted 2016) [#7]

so is it possible now to create rigs with Bobysait's code


Not only to create a rigg (=a skeleton with joints/bones) but also to skin vertices (set the influences of some joints over some vertices)

So with this, you can create a custom character with separate premade parts (body shape, face shape, hair shape, clothes shapes, armors shapes) and merge all in one mesh with one surface.

Same thing for vehicles, even if for vehicles you don't necessarily need skinned vertices, you can produce the same results with different pivots and separate parts.


Also the possibility to get the global position of skinned vertices while a character is animating, now allows us to mod DSS to have stencil shadows for animated characters (not made of separate parts (meshes) ( like in my past test : http://www.blitzbasic.com/gallery/view_pic.php?id=2441&gallery=hr&page=1 ) but made of one skinned mesh influenced by several joints)


Rick Nasher(Posted 2016) [#8]
@RemiD. Not even sure what all this comprehends ;-) but it sounds pretty powerful enough indeed.

@RustyKristi. Yes, from earlier convo's/threads on the FMOD topic I got that a licence is required for FMOD.DLL if you recompile/distribute.

For Mark apparently has one, but we don't. Now that makes me wonder:

-If we, as a community supply a new source for Blitz3D extended(call it V2.0 if you like) and ask Mark to do us a favor, recompile it and put it up for download here, then that would all still be fine within license agreements right?-

Just an idea. :-)


RustyKristi(Posted 2016) [#9]
Thanks RemiD. that's really awesome!

-If we, as a community supply a new source for Blitz3D extended(call it V2.0 if you like) and ask Mark to do us a favor, recompile it and put it up for download here, then that would all still be fine within license agreements right?-

Just an idea. :-)


that would be a good idea RickNasher! I think the first thing to do is finding out who would be managing those changes. Maintainer must have a github repo to apply those changes and make a pull request to main b3d repo from BRL.

I was also thinking more in the line of breaking away from FMOD and just make it as an option. Probably use OpenAL instead if it is not that complicated?


Rick Nasher(Posted 2016) [#10]
Well, without FMOD there's no license issue either, no need to harass Mark for compiling and distributing it here.

But I most certainly do not posses the skills for that or have the ability to asses if that's a more desirable option and what the advantages would be. I never came across any serious restrictions audio wise in Blitz3d.
But if anybody does..


RustyKristi(Posted 2016) [#11]
Well, without FMOD there's no license issue either, no need to harass Mark for compiling and distributing it here.


Yes, that's where I'm getting at. :-) Here's a great start with BlitzAL, OpenAL wrapper for Blitz3D.

http://www.blitzbasic.com/Community/posts.php?topic=96909


RustyKristi(Posted 2016) [#12]
Probably if it is possible to strip out all FMOD related code without breaking the runtime so FMOD.dll and Lib is not linked and just go with this wrapper instead.