To modernize Blitz3D?

#1
I was just surfing through the Blitz Forums when I found this: https://www.blitzbasic.com/Community/po ... pic=107324

Someone's trying to "attempt to modernize Blitz3D". I was just simply wondering if anyone has given this a closer look? It looks promising and is fairly recent.

It's Source Code: https://github.com/blitz3d-ng/blitz3d-ng

EDIT: The person working on this states: "I'd love to pick up some alpha users. Let me know what you're interested in seeing, play with it, and join me on GitHub. Open a ticket for any bugs or suggestions you come across. (Code contributions are welcome as well!) Shoot me an email at [email protected] if you'd like to chat."
Last edited by TheHappyJammer on Tue Apr 18, 2017 7:19 am, edited 1 time in total.
[1.2.3] SCP Containment Breach 087-B Mod:
viewtopic.php?f=11&t=4944
[1.3.11] Field Of View (FOV) Mod:
https://undertowgames.com/forum/viewtop ... f=5&t=8433

Re: To modernize Blitz3D?

#2
Cool. It's still in definite alpha stage though, so it might take a while before Blitz3D NG is stable enough to integrate a huge game such as SCP:CB. I'll wait at least a year personally if this iteration gets full attention and then let's know if it's fully applicable.
SCP: Eric Breach nanomod maker (if anyone wants to revamp it be my guest, as it is now defunct)
Fan of Doctor Who, Dirk Gently's Holistic Detective Agency, Sleepy Hollow, Person of Interest, Happy (2017) and Silicon Valley. And also MCU films.

Re: To modernize Blitz3D?

#3
autotroph wrote:Cool. It's still in definite alpha stage though, so it might take a while before Blitz3D NG is stable enough to integrate a huge game such as SCP:CB. I'll wait at least a year personally if this iteration gets full attention and then let's know if it's fully applicable.
That's a fair point. I just wanted to bring this to attention, despite it being in alpha, since this is the first I have seen of an ongoing effort to overhaul Blitz3D. I guess we'll see soon enough.
[1.2.3] SCP Containment Breach 087-B Mod:
viewtopic.php?f=11&t=4944
[1.3.11] Field Of View (FOV) Mod:
https://undertowgames.com/forum/viewtop ... f=5&t=8433

Re: To modernize Blitz3D?

#4
Hi guys,

Found this forum from the GitHub traffic data. It's cool to see people talking about the project.

Regarding the state of the project, it's "alpha" only in the new features (mac/linux/opengl, etc). The rest of the code is the same old Blitz3D stuff with a few additions (screen width/height commands, etc) plus DirectPlay removed by default. So, the game should "just work" out of the box.

For the macOS/Linux support, I have modified the compiler to spit out a JSON object that contains the AST (abstract syntax tree) which I can then pipe to a script that translates it into C code. I can successfully compile & link a few of the larger "samples" that came with Blitz3D. Once I get the string handling down, they should actually run. It's awesome how portable the code has been once it got detangled. In fact, I have a basic OpenGL renderer & am able to load 3DS/B3D file and render the geometry. Lighting normals & texture coordinates are still a work in progress.

I found the SCP source on GitHub so I'm going to try running through my new C translator and see what I get back.

I noticed another thread about building a MAV-less Blitz3D. Are you guys using your own custom build or was that just an experiment? (I'm guessing yes, since FMOD is distributed with the game). If you guys have fix/found any bugs, let me know because I'd like to integrate them into my project.

Anyhow, just wanted to say hi & introduce myself. I'm not trying to convert anyone over, but I would like to team up with some people that are still using Blitz3D day-to-day to test the project and help propel it forward. Over the week or so, I'm going to modify my CI tool to produce prebuilt distributions so others don't have build it from source.

Like I said in my post on the Blitz forums, anyone can feel free to email if you want to discuss the project or how to get involved.

Thanks,

Kevin

Re: To modernize Blitz3D?

#5
kfprimm wrote:I found the SCP source on GitHub so I'm going to try running through my new C translator and see what I get back.
:gasp: Nice, I doubt the code will be anywhere near readable though.
kfprimm wrote:I noticed another thread about building a MAV-less Blitz3D. Are you guys using your own custom build or was that just an experiment? (I'm guessing yes, since FMOD is distributed with the game). If you guys have fix/found any bugs, let me know because I'd like to integrate them into my project.
https://github.com/juanjp600/blitz3d/. It started off as a simple experiment, but then it eventually became a requirement for compiling the game.
MAV-Less Blitz3D doesn't fix any bugs with the engine itself, but rather it adds debug checks and adds a message to a queue whenever something's wrong instead of letting the error crash the game. Some functions, such as WritePixelFast, do not have these checks, so it's not truly MAV-less, and probably will never be. The latest build also adds "environment-map bump mapping" (based on the example found here: http://www.gamasutra.com/view/feature/1 ... php?page=6).
I doubt you'll want to use any of these changes since they're inefficient and somewhat hacky.
cron