Whos using Minib3d for games?

BlitzMax Forums/MiniB3D Module/Whos using Minib3d for games?

*(Posted 2009) [#1]
I for one am using minib3d for games have a look at ( http://www.blitzbasic.com/logs/userlog.php?user=26&log=1651 )

I was wondering who else was using it for mainstream games?


Uncle(Posted 2009) [#2]
I am using it for a game I'm working on, though Im not sure if its mainstream. Here's what I am up to with it... http://urbaninteractive.wordpress.com/


jkrankie(Posted 2009) [#3]
I've been using it for a few weeks or so, and really like it. In fact my playing about with it has spawned the following:

http://www.youtube.com/watch?v=8DlD9JzJ5tg

which isn't too far from being released i guess. a month or so maybe. Fingers crossed Steam will have me again...

Cheers
Charlie


Uncle(Posted 2009) [#4]
@ Charlie. Looking very nice :)

@ EdzUp. Didn't this start off life in Blitz3D? If so how did you find the migration of code over to Bmax? Did the lack of Aligntovector affect your game?


*(Posted 2009) [#5]

@ EdzUp. Didn't this start off life in Blitz3D? If so how did you find the migration of code over to Bmax? Did the lack of Aligntovector affect your game?


Yes it did indeed start off in Blitz3d, the problem I had there was I had loads of calls for other platforms to be supported. Max being cross platform allows me to release to a wider audience, also DX7 engines are dead tbh support for them with the latest drivers is flaky at best (IMHO with my ATI drivers :s).

The Align to Vector code isnt really an issue as im sure there will be some code somewhere to demonstrate the command or what it does that I can convert to max. As for converting the project I had to 'recode' the entire project to get it to work perfectly max doesnt load Blitz3d code and there are loads of commands that arent in max at all. On the 3d front minib3d does an amazing job at allowing programmers that have little or no 3d experience learn about 3d and use a free engine to make a game that they can release across the OS board so to speak.


Knotz(Posted 2009) [#6]
We use it for our next product. It ain't perfect and I'm modify(ing/ied) it a bit to get spline interpolation for the bone movements, Show/hide surfaces and to be able to modify textures.


Ferret(Posted 2009) [#7]
I use it for a multiplayer fps and it works verry well.


Happy Sammy(Posted 2009) [#8]
Hi all,

When you create multiplayer fps, would you use any external network module, (eg. RakNet)?

Thanks in advance


Ferret(Posted 2009) [#9]
I use Brucey's Raknet mod with MiniB3d.

You can get the mod from here!
I use Subcommander to download, wich you can get from here!

You can find more info on this page!


FreetimeCoder(Posted 2009) [#10]
I use it quite a long time now, but my first official game will be:
http://www.blitzforum.de/upload/file.php?id=5229
http://www.blitzforum.de/upload/file.php?id=5743
http://www.blitzforum.de/upload/file.php?id=5643

greetings


Happy Sammy(Posted 2009) [#11]
Thanks, Ferret.


Digital Anime(Posted 2009) [#12]
I wanted to use MiniB3D as well for my games, but I switched to Blitz3D SDK for now cause of a memmory leak I got with just some simple code.

It also seems that for some reason the Blitz3D SDK dll uses less memmory compared to MiniB3D.

Still I hope to see MiniB3D improve because of the crossplatform option.


Flemmonk(Posted 2009) [#13]
I am using it, though heavily modifying it as I go to suit my needs and tidying it up. I like it because it seems easy to follow and pull apart so far.


Uncle(Posted 2009) [#14]
Hey Flemmonk it would be great if you could post any improvements you have made and share it with the community. That way it can continue to grow :)