We finally released a beta of our ogre wrapper for blitzmax lastnight :) Below are images of a game demo we are creating with it and the editor.

Currently Beta Win32, release date for the full version should be around Feb with Mac and Linux versions arriving soon after.
Flow 3D is an Ogre wrapper and game dev framework that includes Ogre for rendering, Newton for physics, CEGUI for skinned UI design, works with MaxGUI for OS native GUI creation similar to WXWidgets. Has Ofusion pro sceneloaders plus custom callbacks. Comes with FlowED scene editor, we released a beta of that last week. It allows you to build OSM scenes from scratch using .mesh files with user defined properties and very easy transform and heirarchy linking tools.
Flow Mods and Examples
DOWLOAD RAR version HERE. 7.4mb
DOWLOAD ZIP version HERE. 8.9mb
FlowED Beta Editor
DOWLOAD FlowED BETA. 10.7mb
For those new to Blitzmax and installing mods, The Blitzmax and MaxGui demo come together in a 6.8mb installer.there is a install guide on the Wiki at:
Blitzmax demo and Flow3D install guide!.
Blitz3D to Ogre3D/Flow3D guide!.
Here's the latest Command List
Flow OGRE, CEGUI Docs!
Flow Newton Docs!
Here's a simple commented code example of setting up an ogre app and manipulating a mesh.
Only 20 lines of code to set up Ogre and run a simple app :)

Few more pics of our current project:

Currently Beta Win32, release date for the full version should be around Feb with Mac and Linux versions arriving soon after.
Flow 3D is an Ogre wrapper and game dev framework that includes Ogre for rendering, Newton for physics, CEGUI for skinned UI design, works with MaxGUI for OS native GUI creation similar to WXWidgets. Has Ofusion pro sceneloaders plus custom callbacks. Comes with FlowED scene editor, we released a beta of that last week. It allows you to build OSM scenes from scratch using .mesh files with user defined properties and very easy transform and heirarchy linking tools.
Flow Mods and Examples
DOWLOAD RAR version HERE. 7.4mb
DOWLOAD ZIP version HERE. 8.9mb
FlowED Beta Editor
DOWLOAD FlowED BETA. 10.7mb
For those new to Blitzmax and installing mods, The Blitzmax and MaxGui demo come together in a 6.8mb installer.there is a install guide on the Wiki at:
Blitzmax demo and Flow3D install guide!.
Blitz3D to Ogre3D/Flow3D guide!.
Here's the latest Command List
Flow OGRE, CEGUI Docs!
Flow Newton Docs!
Here's a simple commented code example of setting up an ogre app and manipulating a mesh.
Only 20 lines of code to set up Ogre and run a simple app :)

REM---------------------------------------------------- fG_GettingStarted.bmx This demo will show you how to get started with initialising Flow3D and fG and start buidling your 3d applications as quickly as possible. Note that with fG init you can use the config window, or specify several options. You don't HAVE to use the config window and you should have a look at the fG.init docs to see what you can do with it. ENDREM------------------------------------------------- Import flow.main 'Used polled input, fG does not FORCE you to use a given input system. EnablePolledInput() 'fG Uses the AppTitle variable for its window, but later you may use fG.changeAppTitle() AppTitle = "fG - Getting Started [Press ESC to Exit]" 'Init fG and let the user pick the options from the ogre config window fG.init() 'Load some robot walker legs and scale them down Global RobotWalker:TEntity = fG.LoadMesh("RobotWalker", "walkie.mesh") fG.scaleEntity(RobotWalker, 0.5, 0.5, 0.5) 'Throw in a plane for them to stand on and give it the standard unit tile material Global plane:TEntity = fG.createPlane("Plane") plane.setMaterialName("tile1") 'Add some quick stencil shadows fG.enableShadows() 'Basic Render Loop Repeat 'Put the FPS and triangle count in the apptitle fG.changeAppTitle("fG - Getting Started - FPS : " + fG.getFPS() + " Tricount: " + fG.TrisRendered()) 'Turn our entity 1 degree along the y-axis every frame ( LOCAL ) fG.TurnEntity(RobotWalker, 0, 1, 0) 'Render at (very) roughly 60fps fG.renderWorld() Delay 16.6666667 Until KeyDown(KEY_ESCAPE) Or fG.appTerminated()
Few more pics of our current project:


