B3D2BMAX Converter
Blitz3D Forums/Blitz3D Programming/B3D2BMAX Converter
| ||
A Blitz3D To BlitzMax Conversion Utility. After reviewing some of the BMAX Syntax, such a utility will be useful. |
| ||
Did Mark not say at one point that something like this would be supplied with BMax? |
| ||
Perturbatio, Im not sure, but, I hope so. Take a gander at Birdie's Array Code Type TTest Field x:Int 'Return an array of types Function CreateTTestArray:TTest[]( count, x:Int ) Local ar:TTest[count] For Local a=0 Until count ar[a]=TTest.Create(x) Next Return ar endfunction Function Create:TTest(x:Int) Test:TTest=New TTest Test.x=x Return Test End Function End Type 'Call Function To create an array. Local n:TTest[] = TTest.CreateTTestArray(20, 3) Print n[10].xA converter will be very much desired. |
| ||
It says in the FAQ (newsletter) that a .bb to .bmx converter is included. |
| ||
kewl |
| ||
BlitzMax looks complicated. Is it? No! Blitz programming languages have always been about avoiding the complicated and often frustrating nature of other programming languages. BlitzMax is no different. The beauty of BlitzMax is that although it contains a few new fancy features for advanced users such as support for OO programming techniques, if you want you can ignore all that and just use Blitz like you always have done. And even the new features have been designed with simplicity in mind. |
| ||
AFAIS you already have access to the complete OGL Command Set, so you could wrap the B3D Commands trough it natively, I mean without any third party 3D library. Tho it's a heavy job, esp. if you're not familar with OGL. I think the mentioned COnverter converts Blitz2D Code only, correct me if I'm wrong. |