Feel free to add to these. Just feel like some folks are getting caught up on a couple of points.
Never store entity handles using a floating point variable. Always use Integers :o)
When placing entity in Blitz3d, make sure you hide them or position them first then give them a collisions type. Trying to move entities after you given them a collision type, might cause them to get stuck (collide) with scenary, or other meshes.
Hiding an entity disables collisions with it, thus enabling you to position it without getting "stuck"
If you are going to use functions in your code, make sure you make the variables that you will be using in your main code, GLOBAL. If not, you could lose the information they hold when visiting a function.
If you compile your code or save it, and realise you've overwritten something important, Blitz will create 2 backup files, from the past two saves. So, just open them with blitz to get the last two source code saves.
If i think of anymore, i'll add them. Feel free to contribute :o)
Never store entity handles using a floating point variable. Always use Integers :o)
entity# = LoadMesh("car.b3d")Will cause entity doesn't exist errors on some/many computers, as floating point numbers aren't accurate enough to hold large numbers.
When placing entity in Blitz3d, make sure you hide them or position them first then give them a collisions type. Trying to move entities after you given them a collision type, might cause them to get stuck (collide) with scenary, or other meshes.
Hiding an entity disables collisions with it, thus enabling you to position it without getting "stuck"
If you are going to use functions in your code, make sure you make the variables that you will be using in your main code, GLOBAL. If not, you could lose the information they hold when visiting a function.
If you compile your code or save it, and realise you've overwritten something important, Blitz will create 2 backup files, from the past two saves. So, just open them with blitz to get the last two source code saves.
If i think of anymore, i'll add them. Feel free to contribute :o)