@@cineminttechtips nice, would love to see that! I spent a little while last year trying to re-create OOT's movement and controls in Unity and could just never get the feel quite right. I'll be on the look out for that video!
So since Basic is a dynamically typed language can you access the fields of an object directly after creating it? Like with the cube for example, its presumably returned as an "entity" object from the createCube function since you can pass it to positionEntity. So can you access the position, color etc directly by editing the entity object properties? Also does the renderer support vertex colors on meshes? That could be an alternative for lighting if so, blender supports baking lights to vertex colors so you could bake your lights to the mesh in blender to have static lighting
Sort of... Sort of not. You can only access object attributes through built-in functions, but there is a way around this using Types. I'll get into it with my next video.
@@cineminttechtips This restriction is actually completely arbitrary. There exists a patched proxy DLL on github (open source) which you can inject into a Blitz3D game to allow for higher resolutions. I just did this with Stranded II (a classic game made in Blitz3D)
rip Mark he a real one
RIP Mark Sibly - creator of Blitz 3D
Awesome stuff. I wish i was making video games back in those days. It wasn't easy.
This is cool as hell. BlitzBasic was my first programming language too, way back in the day. This definitely unlocked some core memories for me lol.
Thanks man! I'm working on an Ocarina of Time style camera engine, I hope to post a tutorial soon.
@@cineminttechtips nice, would love to see that! I spent a little while last year trying to re-create OOT's movement and controls in Unity and could just never get the feel quite right. I'll be on the look out for that video!
dude, this is insanely cool. thank you so much for sharing.
It's a pretty decent prototyping tool.
So since Basic is a dynamically typed language can you access the fields of an object directly after creating it? Like with the cube for example, its presumably returned as an "entity" object from the createCube function since you can pass it to positionEntity. So can you access the position, color etc directly by editing the entity object properties? Also does the renderer support vertex colors on meshes? That could be an alternative for lighting if so, blender supports baking lights to vertex colors so you could bake your lights to the mesh in blender to have static lighting
Sort of... Sort of not. You can only access object attributes through built-in functions, but there is a way around this using Types. I'll get into it with my next video.
i was pretty good at TIBasic in highschool lol
Blitz3D uses DirectX 7.0 which limits resolution so 4K isn't possible
A Blitz3D game in 4K would be crazy
@@cineminttechtips This restriction is actually completely arbitrary. There exists a patched proxy DLL on github (open source) which you can inject into a Blitz3D game to allow for higher resolutions. I just did this with Stranded II (a classic game made in Blitz3D)
as a dumb kid i always wanted to learn blitz3D from playing Wrestle Mpire but I could never wrap my head around the tutorial.
Never too late to start
No one use Windows 95 anymore.
I do, besides that's not the point
@@kiq4767 I don't miss pre-NT core Windows OS's. Too many bluescreens. :) What is the point, then?
There are a lot of hobbyists who still use Windows 9x because it runs very quickly on older hardware.
Your mom uses Windows 95
@@cineminttechtips It doesn't run particularly quick on my P100. 😅