FAQ

BlitzMax Forums/MiniB3D Module/FAQ

simonh(Posted 2007) [#1]
I'll be adding questions to this as they are asked.

MiniB3D

Q. Will shader support be added to MiniB3D?
Q. Will hardware skinning be added to MiniB3D?

Blitz3D

Q. How can I create usable mesh files?
Q. I'm a bit confused with the concept of entities.


simonh(Posted 2007) [#2]
I'm a bit confused with the concept of entities. I thought they would be similar to sprites and you could just call a draw() command.

You only need to create entities once. Then MiniB3D keeps track of them, and draws them (mesh entities and sprite entities) when you call RenderWorld.

It's a different way of thinking to using Max2D, but one that soon becomes natural.


simonh(Posted 2007) [#3]
How can I create usable mesh files?

To create usable mesh files you need to use programs that export to .b3d. Ultimate Unwrap 3D (www.unwrap3d.com) is a great way to convert files to .b3d format.


simonh(Posted 2007) [#4]
Will shader support be added to MiniB3D?

There are no plans to add shader support to the main release of MiniB3D. It will remain like Blitz3D itself, a 100% fixed function engine targetted at older hardware.

However, klepto2's extended version of MiniB3D features shader support, so please use that if you're interested in targetting newer hardware.


simonh(Posted 2007) [#5]
Will hardware skinning be added to MiniB3D?

Please see the above. As hardware skinning requires vertex shaders to be used, there are no plans to add this.


Nikko(Posted 2008) [#6]
does it works perfectly on both MAC and PC?


brianheagney(Posted 2008) [#7]
Can I use minib3d within BlitzMax to read (.bb) files?

I'm not a "coder" or "programmer", but I've been using Blitz3D at work for a few years now, and want to create a cross platform version of simulations we created using Blitz3D. I could have sworn that I tested BlitzMax with minib3d a few months ago and was easily able to just reference the .bb files within BlitzMax. Now, that doesn't seem to be the case (maybe I never actually did what I thought I did during my trial version)

Also, it seems as if people have been saying that minib3d is a good way to turn your b3d games into a cross platform version, but the more I'm looking into it now, I'm going to have to re-write practically all the code anyway. Am I correct about that? Or is it easier than I think.

I did see the "import b3d" from the BlitzMax menu bar, but that didn't seem to work for me...

Anywho, I'm always amazed at the knowledge you all have and the buttloads of work you all put into it. Thanks.

Brian Heagney


Beaker(Posted 2008) [#8]
Wow, there is much confusion in the above post.

1) You cannot read bb files into BlitzMax (nor miniB3D). You can read in b3d files (3D models and meshes) into miniB3D.

2) If you have a game in Blitz3D, it will still take quite a lot of work to convert your code to BlitzMax code.

3) You didn't see "import b3d" in the BlitzMax menu bar. I think you maybe mixing up BB files with B3D files. They are two very different things. BB files are code files, written by someone using an IDE. B3D files are 3D meshes or models made in a 3D modelling program. What you may've seen in the BlitzMax menu bar is "Import BB Project" (or similar).

Good luck.