Blitz3D+ Guides
Practical introductions to the modern rendering, effects, and development features available in Blitz3D+.
Shaders in Blitz3D
Beginner: what shaders are, built-in effects, and Standard materials
Intermediate: parameters, attachments, effect stacks, asset loading, and deployment
Advanced: authoring surface, post, and raw shaders in HLSL
Image Quality
Image Quality: configure anti-aliasing, texture clarity, render scaling, frame pacing, bloom, and colour adjustment
Built-in Particles
Built-in Particles: build particle effects with presets, bursts, emitter shapes, sprite sheets, mesh particles, and Box3D collision
Prototyping and Diagnostics
Prototyping and Diagnostics: use debug shapes, statistics, captures, decals, live reload, and built-in effects to develop and diagnose projects
Interfaces
Interfaces: Shoot-'Em-Up Enemy Example: see how interfaces and type lists can organise several enemy Types behind one small, explicit contract
Modules and Larger Projects
Organising Projects with Modules: design namespaces and public interfaces, structure Module roots, understand cold and warm builds, measure cache reuse, and distribute precompiled objects
Background Jobs
Using Background Jobs: keep games and editors responsive with Worker Functions, polling, progress, cancellation, Bank messages, and stale-result rejection
Application Data
Using Application Data: own JSON handles, use explicit UUID and SHA bytes, work with Unicode paths, and publish files atomically
Asynchronous Worlds
Loading .world Scenes in the Background: author scenes and preload manifests, keep a loading game responsive, switch worlds safely, stream optional content, and resolve stable asset and entity IDs
Building .world Asset Collections: use the complete Blitz3D+ GUI sample to collect, filter, preview, remove, save, and asynchronously test every supported asset kind
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