I have release this package, which provides an appropiate framework to make a game, using Blitz3D and BVM (BlitzVirtualMachine), Koriolis' scripting engine.
It basically provides an event system architecture to Blitz, and adds "actors", this is, anything that has a behaviour. You can define a handler for each type of actor, which is a function which is called every frame AUTOMATICALLY by BlitzFramework to update the actor, and you can process all the messages that the actor has received. This way it gives the impression that all the actors are acting simultaneously in the world.
The appropiate way to interact between actors is to send messages between them. The message id 0 is sent by BlitzFramework to all the actors when they are created, so when the handler receives this message, it can load the stuff (textures, meshes, etc). You can use any other message ids to do whatever you need (for example, a bullet actor would send a message id 1 -or whatever number you like- to the actor it has collided with, and when this actor processes its messages, it finds the message id 1, and must reduce its own health and such :)).
This is free for whatever you want, as long as you don't violate the license terms of Blitz3D and BVM.
http://www.galeon.com/jedive/storage/BlitzFramework.zip (20 Kb).
[EDIT]Right click and 'Save Link Target As..' or whatever it is[/EDIT]
It basically provides an event system architecture to Blitz, and adds "actors", this is, anything that has a behaviour. You can define a handler for each type of actor, which is a function which is called every frame AUTOMATICALLY by BlitzFramework to update the actor, and you can process all the messages that the actor has received. This way it gives the impression that all the actors are acting simultaneously in the world.
The appropiate way to interact between actors is to send messages between them. The message id 0 is sent by BlitzFramework to all the actors when they are created, so when the handler receives this message, it can load the stuff (textures, meshes, etc). You can use any other message ids to do whatever you need (for example, a bullet actor would send a message id 1 -or whatever number you like- to the actor it has collided with, and when this actor processes its messages, it finds the message id 1, and must reduce its own health and such :)).
This is free for whatever you want, as long as you don't violate the license terms of Blitz3D and BVM.
http://www.galeon.com/jedive/storage/BlitzFramework.zip (20 Kb).
[EDIT]Right click and 'Save Link Target As..' or whatever it is[/EDIT]