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.bmx | Eccentric Orbits using Quaternions | Eccentric Orbits using Quaternions in miniB3D | Krischan | 2017 |
.bb | Blitz3D Maths Library | Blitz3D Entities compatible Vector - Matrix3 - Matrix4 - Quaternion | Bobysait | 2016 |
.bb | Dropping 3 bombs | Drops 3 bombs onto a heightmapped terrain | Blitzplotter | 2016 |
.bb | capsule collider using one pivot + several ellipsoids + collidables | for characters, for vehicles, using Blitz3d collision system | RemiD | 2016 |
.bb | capsule collider using one pivot + several linepicks + pickables | for characters, for vehicles, using Blitz3d linepick system | RemiD | 2016 |
.bmx | Gravity | Simple example of celestial body movement using newtons formula | Krischan | 2015 |
.bb | General solution to the lead target problem | Function which calculates the direction to shoot a bullet in to hit a moving target from a moving platform with fixed muzzle speed | Matty | 2015 |
.bb | Predict time of collision for two moving objects | A function for detecting the time when a collision will occur between two moving entities (maths only - no blitz specific 3d functions actually used) | Matty | 2015 |
.bb | basic collisions example | turningmoving colliders (ellipsoid) -> static collidables (mesh) | turningmoving colliders (ellipsoid) <-> turningmoving colliders (ellipsoid) | RemiD | 2014 |
.bb | Smooth Movement for Entities | Smoothly move an entity from point A to point B (with rotation) | Rob the Great | 2013 |
.bb | Fast ATan2 (4° precision) | calculates angle using ATan2 method faster than blitz command | Bobysait | 2013 |
.bb | Pointy Rockets | Plots 4 rockets and rotates them to point to the next one (needs the rocket.3ds) | Blitzplotter | 2012 |
.bb | PickedUV / Move texture with mouse | Calculates UV coordinates at picked location. Code comes with a sample on how to use this function to move a texture on a mesh with the mouse | Noobody | 2011 |
.bmx | Loads of quaternion functions | A lot of clever functions to do 3d rotations and operations on a sphere | Warpy | 2011 |
.bmx | minib3d AlignToVector | minib3d aligntovector | Warner | 2010 |
.bmx | 3D Math Functions | Matrix and vector functions designed as an alternative to the deprecated OpenGL matrix functions. | AndrewT | 2010 |
.bb | Mouse XY to 3D XY | Use Mouse XY coordinates in 3D coordinates | MusicianKool | 2010 |
.bb | Improved Perlin Noise 2D and 3D | Noise for 2D and 3D manipulation. | MusicianKool | 2010 |
.bb | Rounding Numbers | CEIL, FLOOR and INT | rolow | 2009 |
.bb | TForm Vector | TForm Vector using GetMatElement | Bobysait | 2009 |
.bb | TForm Point | TFormPoint using getmatElement | Bobysait | 2009 |
.bb | Distance between many entities | Calculate the distance between several entities, and choose the nearest one | RGF | 2009 |
.bmx | Matrices in minib3d | use quaternions and matrices in b3d | Warner | 2009 |
.bb | transform point onto plane | transform point from plane to realworld coords | Warner | 2009 |
.bb | Verlet water :-) | verlet water code | Nate the Great | 2009 |
.bb | camera control in 3rd person | controls camera movement it 3rd person | Nate the Great | 2008 |
.bb | Verlet Physics (incomplete) | Verlet Physics for simple low poly effects in a game | Nate the Great | 2008 |
.bb | Avoid_entity function | cone avoids red cube | Nate the Great | 2008 |
.bmx | Difference Clouds heightmap | Generates a heightmap using a diamond-square fractal | JoshK | 2008 |
.bb | YawToEntity function (plus smart missile code). | This function yaws the source entity to point to the target entity at the specified rate. Useful for turning bots to face waypoints, 2D-in-3D missiles, etc. | Zethrax | 2008 |
.bmx | -Please remove- | -cut- | Trader3564 | 2008 |
.bb | -Please remove- | -cut- | Trader3564 | 2008 |
.bmx | -Please remove- | -cut- | Trader3564 | 2008 |
.bb | BMAX - Distance from Point to Line | get XYZ and Area distance to a line | Leon Drake | 2007 |
.bmx | Boxes Collide | Math only Box to Box Collision Detection | Leon Drake | 2007 |
.bb | chaos cube | theory of chaos | Vignoli | 2007 |
.bb | Orbital gravity | Simple orbital gravity | stu | 2007 |
.bb | DeltaRoll | As below | Stevie G | 2007 |
.bb | Snap to grid movement | Demonstrates camerapicking a point on a grid and moving an object so that movement is snapped to the size of the grid cell | Zethrax | 2007 |
.bb | Lib to create an OBB and test if a point or entity is inside its space | This lib allows you to create and configure an Oriented Bounding Box (a box that is not locked to the dimensional axiis), and then test if a point or an entity has intruded into the OBB's space. | Zethrax | 2007 |
.bmx | BMax Math Lib v3.0 | New high speed to easy use math library. | Chroma | 2007 |
.bb | Triggerplate system for detecting intrusion events | Triggers an event when an entity with a trigger atached collides with a triggerplate quad. Useful for visibility management, etc. Example includes vis code. | Zethrax | 2007 |
.bb | Point distance to a Line | Calculates the shortest distance between a point P and a line | Danny | 2006 |
.bb | Pool Game | Just a simple pool game done in 2 hours | Jeppe Nielsen | 2006 |
.bb | Infinite far clipplane | Stops clipping entities! | bytecode77 | 2006 |
.bb | Simple Wheel Physics | Using Circumference to calculate wheel rotation based on velocity | MCP | 2006 |
.bb | NA_ODE | Mapping ODE with B3d Commands | namar777 | 2006 |
.bb | Create Tiled Terrain | Create a Terrain that exists as a mesh with tile mapping! | Leon Drake | 2006 |
.bb | Calc terrain height - Ideal for terrain tool | Uses Cos#() to calc the vertex/terrain height for ex. a mountain | KimoTech | 2006 |
.bmx | 3D Math Lib - BMax | Easy to use 3d math lib for BMax. Can do complex equations on a single line. | Chroma | 2005 |
.bb | Asteroids FPS | Demonstrates how to make an asteroids game in 3D with a First Person View | Andy | 2005 |
.bb | PickedVertex() | Returns the nearest picked vertex | KimoTech | 2005 |
.bb | See if an Entity is in View | This uses Vector Maths to find out if Entity A can See Entity B with angle and range parameters | Berbank | 2005 |
.bmx | Circle Circle Instersection Points | Finds and give the two points that intersects two circles | Haramanai | 2005 |
.bmx | Cower.Math3D | 3D Math code (Matrix, Vector3, Quaternion, Vector2, Rectangle) | N | 2005 |
.bb | Non-Type Based Vector Lib | Your standard vector lib. with banks instead of types and many vector functions. | Jonathan Nguyen | 2005 |
.bb | 3D math functions | Various 3D math functions I wrote for Vein R3 | N | 2004 |
.bb | EntitySphere elapsing box check | dont look at me like that! i know, uber simple but i put it up anyway... still usefull | aab | 2004 |
.bb | triangle - box intersection | Checks intersection between a triangle and a box | elias_t | 2004 |
.bb | Rigid Body Simulation | Simple Rigid Body Simulation (No collisions yet) | Sweenie | 2004 |
.bb | PointHeightOnTri | Function that calculates the height y# for position x# z# on a Triangle in a 3D environment. | RGR | 2004 |
.bb | Vector 3D Math Library [v1.7] | Vector 3D Library converted from C++. | Chroma | 2004 |
.bb | Gradient Of a Triangle | Finds the maximum gradient of a triangle's defined plane | Mr Snidesmin | 2004 |
.bb | Vector/Matrix Lib | Various vector/matrix/transform funcs | AntonyWells | 2004 |
.bb | Crude Little coding Object Pushing! | this is a REALY simple pushing items example | Neochrome | 2004 |
.bb | Ray Box Intersection | Ray Box Intersection function | elias_t | 2004 |
.bb | Enemy chasing with collision | Shows how enemies can chase a target, without sliding into same position. No blitz collisions used, only math. | Jeppe Nielsen | 2004 |
.bb | Ray->Sphere Intersection | Returns intersection points | elias_t | 2004 |
.bb | sphere_and_box | sphere pushing a box around | RiverRatt | 2004 |
.bb | Push a row of cubes! | Pushes a row of cubes, uses blitz collisions system | Ross C | 2004 |
.bb | ray->plane ray->triangle intersection | The intersection point is calculated | elias_t | 2004 |
.bb | True 3D Visibility / Line of Sight code (pseudo LOS) | Fast LOS code, accounts for all polys | OpticEvIl | 2004 |
.bb | Dynamic Collision Lib | A small lib that allows for dynamic sphere -> dynamic poly collisions using Blitz's built-in collision system | simonh | 2004 |
.bb | Obscurer example - With viewangle | An example showing how to calculate if entities can see each other | Jeppe Nielsen | 2004 |
.bb | Align an Object to a Triangle. | Align an Object to a Triangle. | Richard Betson | 2003 |
.bb | Vector Example | Graphically shows the use of aligntovector, dot and cross products | Jeppe Nielsen | 2003 |
.bb | Wheel rolling example | Shows how to roll a wheel, unlike a ball it cannot go in any direction. | Jeppe Nielsen | 2003 |
.bb | Ball rolling example | Shows how you can make a ball roll | Jeppe Nielsen | 2003 |
.bb | Ray / Line Segment Intersection | Ray_Intersect_Triangle, and Ray_Intersect_Mesh | sswift | 2003 |
.bb | Sphere-Box Intersection Routine | Tests to see whether a solid sphere intersects a solid axis-aligned box | simonh | 2003 |
.bb | Simple car physics | Drive a cube around in a spherical world | Jeppe Nielsen | 2003 |
.bb | Simple 3D sphere-to-sphere physics | Simple 3D sphere-to-sphere physics | Ken Lynch | 2003 |
.bb | 3D "Verlet" Collision Engine | VERY fast collision code adapted to Blitz3D | Miracle | 2003 |
.bb | generic bouncing code | want your objects to bounce? come right in... | DarkEagle | 2003 |
.bb | Bezier Interpolation in 3D | Bezier Interpolation in 3D | Markus Rauch | 2003 |
.bb | Triangle intersection dll | checks intersection between 2 triangles | elias_t | 2003 |
.bb | No Reponse Collisions | No response collisions. | Ken Lynch | 2003 |
.bb | Ray intersect | Calculates the intersection between a triangle and a ray(vector) in 3d space | GrahamK | 2002 |
.bb | intersection dll | intersection dll | elias_t | 2002 |
.bb | Quaternions | Some basic quaternion functions (useful for rotating objects) | Wavey | 2002 |
.bb | Point Inside Oriented Bounding Box | This function tells you if a point is inside an entity's oriented bounding box. | sswift | 2002 |
.bb | InsideCheck | The function checks to see if a point is within another point | * | 2002 |
.bb | Ray Intersect Triangle Test | This function tests if a ray intersects a triangle, and if so returns true. It also calculates the UV cordinates of the collision. | sswift | 2002 |
.bb | Area Collision Lib | As the title says.. | David Bird(Birdie) | 2002 |
.bb | Vehicle pitch and roll without child/pivot entities | Looks at a mesh as a single object on a terrain and calculates the pitch and roll | MadJack | 2001 |
.bb | simple ball physics | Types and simple ball physics | bradford6 | 2001 |