Latest Version - V0.54
BlitzMax Forums/MiniB3D Module/Latest Version - V0.54
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This is basically V0.53 combined with the small fixes version. Download from here. GitHub: https://github.com/si-design/minib3d Last edited 2012 |
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Awesomesauce. Thank you for updating the main download! |
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Yay! thanks simon, much easier to keep track of the official versions :0) Out of curiosity, are you planning on migrating the updates into iOS? my iMiniB3D is still running like a champ, but I've touched it up a couple times (I think I reported my adjustments when I made them... was a while ago...) Last edited 2011 |
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Thanks for the release! |
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Yay! thanks simon, much easier to keep track of the official versions :0) Out of curiosity, are you planning on migrating the updates into iOS? Yes I will try and keep the different versions in sync. At the moment the iOS version is actually ahead of the BlitzMax version in a few ways. I need to update the BlitzMax version to match the iOS version. |
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How much further is the iOS version..? |
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Right on, thanks simon! Love to see activity on MiniB3D since I still use it every week at a minimum :0) |
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The iOS version is a bit more efficient in places. Check the RenderWorld source code for both and you'll see they're different. |
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Hey Simon, I wanted to say thank you for continuing work on minib3d. Good job! |
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Any news on bringing the iOS version modifications to the Max Version? |
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I've just got the new version of iminib3d out the way, so hopefully I can do it next. |
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Ta! Looking forward to the update. |
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Any eta on the update? |
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No, sorry. |
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@Si: Is minib3d supposed to work with Windows Vista? EDIT: works with MinGW linked |
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Will this allow for Bumbmapped textures such as my old DDS textures and Dot3 stuff? |
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Not sure what bumbmapped is but no it doesn't do bump mapping I'm afraid. |
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Is minib3d still being worked on as I want to use it for Star Rogue i have a prototype already in place for star system creation but wondered if its gonna get anything else added? If anyones interested i can post code for editing ttextures in minib3d as star rogue relies on procedural generation. |
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Always interested in extra code :) + Hoping its still being developed! |
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+ Hoping its still being developed! I've spent a lot of time porting minib3d for monkey-- and adding a lot of new features such as shaders and normal mapping. http://monkeycoder.co.nz/Community/posts.php?topic=3211 Last edited 2012 |
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Ah brilliant can you still edit the ttextures pixmaps this is the one feature i need most after that i call some gl code to replace the opengl entry then go from there. If you can do that i might move the whole project to monkey and see what happens :) |
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can you still edit the ttextures pixmaps yes, I wrote a complete TPixmap class for monkey. you can modify the pixels. i needed this feature for power-of-two textures. you would probably use the new function: Function LoadTexture:TTexture(pixmap:TPixmap,flags:Int=9, tex:TTexture = Null) to load any changes to the texture. |
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Excellent i will have a look :) |
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AdamRedwoods: Will you implement these features too ? http://monkeycoder.co.nz/Community/posts.php?topic=5703 To Do: - collada - Flash shaders - bones to quat/matrix internals - vector class to use src,dst (minimize GC) - fix win8 - png 4-bit support - glow shaders, shadows - physics - terrain Have you already implemented them ? Will the shadow system support relatime - dynamic shadows for both static and skinned models in the scene using shadow mapping ? |
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Still waiting for the multiple sets of texture coordinates for vertices. That would bring back a lot of freedom for things like lightmapping. Would be quite a game-changer. Blitz3D had it and it made way for so much polish... Shadows and physics and shaders are one thing but this should be pretty easy to implement. :/ While I'm at it, if vertex alpha was per-coordinate-set aswell, nice texture blitting would be easy for game programmers. There's such a great tool set here, if this one thing was back in the mix I'd be blowing up. ;/ I've gone all this time without saying anything. ;/ |
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Decided to look at the code to see if I can add it myself. It's already there. My god I'm stupid. All this time. Why did I think it wasn't there yet??? |