List of 3d modules for max?

Miscellaneous Forums/General Discussion/List of 3d modules for max?

uhh I know aurora is one of them, arent there others? I cant seem to find them..

It would really help if we had a 3rd party modules forum to browse through, grumble grumble :)

Check out the BlitzMax Resource Links by Assari...

http://www.2dgamecreators.com/blitzmax/resources/

Just a small corrigendum, Eliza3D is now here:

http://www.eliza3d.com/indexGB.htm

(it is not here any more 'www.tmyke.fr' )

:)

VIP3R

That is a fab BMax resource thank you.

IPete2.

Has anyone actually made a 3D game using these engines for Max? I'd be interested to know.

I think that, even if there are some engines 3d for BMax, nobody seems to want to really invest itself, because everyone awaits MAX3D.

thierry-myke, link corrected. Thanks for pointing out

Has anyone actually made a 3D game using these engines for Max? I'd be interested to know.


I'm making one in my TV3D module. It won't be done for a long time yet, because it's a very ambitious project, but it will be done.

So no one with a crossplatfrom solution (win, osx) yet?

Irrlicht and Ogre both have Mac versions, don't they? It shouldn't be too much work to tweak GMan's Irrlich mod for use on the Mac, I should imagine.

gman has actually put a lot of effort into getting his irrlicht module working on the mac without success so far.

@Gabriel
Beside of that i never wrote a wrapper for blitzmax (How does this work?) i don't wanna do this kind of work and maintain it. I would prefer paying some amount of money and use an engine instead.

It would be nice if there would be some engine built on ogre (or whatever as long as it works fine) for blitzmax which supports win and osx.

> So no one with a crossplatfrom solution (win, osx) yet?

Worry about designing and finishing a game first.

We will be getting Aurora running on the Mac if we use it for an upcoming contract job.

Will be always <> the Fact

If it isn't running on mac now I really don't expect it to be unless you buy antony a mac. Then buy him another mac for intel...

@Enay
No, i don't think so. For a fresh project it's pretty important to know from the beginning were you wanna go to, as this can also affect your game concept and content.

Take for instance the comparison between win and osx. Lot's more horsepower in the winworld than on the mac side or that it could be a pain to port an feature which isn't a problem on platform a to platform b then...

It would be nice to clear such things out from scratch to a certain degree.

Worry about designing and finishing a game first.


He already has. Several in fact. The one I have in mind is very good. If you mean finishing the game you want to be cross platform, that's completely counter-intuitive. Code first, plan later is a recipe for disaster.

gman has actually put a lot of effort into getting his irrlicht module working on the mac without success so far.

Sorry, I didn't realize that. Well perhaps Ogre then. Good to see you're around though. I'll go check my inbox.

Beside of that i never wrote a wrapper for blitzmax (How does this work?)

It's pretty simple. Just a case of writing C functions which receive an object ( Byte Ptr in BMax ) and then using the methods or properties of that object and ( if required ) returning the result. Then calling them from BlitzMax, perhaps creating a type in BlitzMax and creating methods which call those C functions instead. But it's not what I was suggesting.

i don't wanna do this kind of work and maintain it. I would prefer paying some amount of money and use an engine instead.

I wasn't suggesting that. I was thinking in terms of just making GMan's wrapper work on the Mac. But if it's not easily done ( and if GMan can't do it, it must not be ) then this is clearly a bad idea.

I just saw your puzzle game on the showcase thread. Did you use an abstraction layer for 2d-functions so that it will also run on max2d on a mac without modifcations or would you have to alter it? I would like to play it as it looks interesting! :O)

I would have to rewrite it if I wanted to support the Mac. As it stands, that wouldn't be much work, but I'm not sure what I'm going to do with it. A comment Grey Alien made had me wondering if I could polish it up sufficiently to make it saleable. If I do that, it would probably be too much work to make a Mac version. If not, it won't be much work.

I'll try to play it when i'm at my pc again...

If the client wants a mac version, there will be enough money to buy Macs and add that to our expenses. One of the main reasons that I approached ant with doing the Ogre engine was that we need an engine now, and the Max3D module is taking too long.

Another reason that Ogre is nice is that its getting an optional non LGPL commercial licence that will allow porting to consoles and other handheld devices without the need of releasing source. So there are going to be opportunities there too.