New powers. Same Blitz.
Flip one switch and Blitz grows methods, interfaces, collections, 64-bit types and modules — while the engine opens up glTF 2.0 assets, PBR materials, Box3D physics, HLSL shaders and multiple worlds. Every classic command still works.
Everything new in extended mode
Everything the classic did, plus the toolbox it always deserved. Select Extended mode in the IDE and a whole new arsenal sits alongside the classic command set.
Types, Methods & Interfaces
Give your Types methods, constructors, field defaults and enums — then bind unrelated Types to one contract with Interfaces.
Built-in Collections
First-class Lists, Maps, Sets, Queues and Stacks with natural Blitz syntax — no more hand-rolled linked lists.
Long, Double, Enums & Modules
True 64-bit integers and doubles, enums that give related constants a clear qualified name, and modules that expose clean public APIs without naming clashes.
Box3D Physics
Rigid bodies, hulls, joints, sensors, ray casts and terrain height fields in true Blitz style — with 151 ported sample scenes to raid.
glTF 2.0 Assets
Load .gltf and .glb straight into LoadMesh and LoadAnimMesh — skins, animation clips, morph targets, meshopt and KTX2 textures included.
Standard PBR Materials
A metallic/roughness Standard material as an ordinary Blitz brush — plus equirectangular skyboxes and image-based lighting. No HLSL required.
HLSL Shaders
Load Shader Model 6 surface and post-process shaders compiled with DXC, then drive their named parameters straight from Blitz code — sample scenes included.
Native GUI Toolkit
Build editors and tools in Blitz: BlitzPlus-style windows, gadgets, menus and requesters — Unicode, per-monitor DPI, with an embedded D3D12 canvas.
Engine-grade Extras
GPU skinning, instancing and LOD, shadows, particles, terrains, multiple worlds, async world loading and background job workers — all built in.
From Blender to your game in one line
Blitz3D+ speaks glTF 2.0 — the format every modern tool exports. One .glb file carries meshes, skins, named animation clips, morph targets and PBR textures.
- Named clips & crossfades.
FindAnimSeq(mesh,"Walk"), true advancing crossfades, bone sockets and an animation-event queue. - Async world streaming.
LoadWorldAsyncloads a .world scene in the background while your loading screen actually animates. - Legacy formats still welcome. .b3d, .x, .3ds and .md2 load exactly as they always did.
- Compact production assets. Meshopt compression, quantized attributes and KTX2 textures are handled automatically.
- Real diagnostics. A bad model gives you
ModelLoadError$(), not a silent black mesh.
Blitz3D classic vs Blitz3D+
Side by side: everything you had, and everything that's new.
| Blitz3D | Blitz3D+ | |
|---|---|---|
| Renderer | DirectX 7 fixed-function | Direct3D 12, Shader Model 6, DXGI flip model |
| Targets | Win32 only | Native Win32 + Win64 |
| Models | .b3d / .x / .3ds / .md2 | All of those + glTF 2.0 / .glb with PBR |
| Language | Types with fields | Methods, constructors, interfaces, enums, collections, Long/Double, modules |
| Shadows | roll your own | Shadows 1 — cascaded shadow maps |
| Physics | third-party DLLs | Box3D rigid bodies built in, 151 samples |
| Audio | FMOD 3.75 | XAudio2 + X3DAudio positioning & Doppler |
| Concurrency | — | Compiler-checked background job workers |
| Debugging | Stop commands | Gutter breakpoints, debug draw, stats overlay |
| Price | $100 | Free — zlib/libpng licence |
Ready to flip the switch?
Extended mode ships in every Blitz3D+ install — select it in the IDE, or pass --mode extended to the compiler. Your classic code carries on working either way.