Max3D Multiple Post Process Shaders with Depth of Field and FXAA
Tweet blitzmax opengl shaders shadows
More Max3D tests with multiple post process shaders:
- Depth of Field
Hi RonTek...just to clarify.. is this from the Blitz3d engine that you have maxxed out?.. Looks to good !!
phodis, Max3d was developed by Mark Sibly for Blitzmax, it's OpenGL 3.x+ and used ODE physics and Assimp for models.
Would you recommend Blitzmax over Blitz3d for messing around in 3d?...is it any faster?...
I understand the language is ~slightly different, but I don't know if one is any better than the other.
Yes, that was made with Max3D as Mark mentioned. I put this revival project on hold as it still has issues with its broken animation system (maybe transition to hardware/shader skinning as an alternative).
phodis, I recommend you stick with Blitz3d as it has a ton of 3rd party stuff, like fastlibs, that make it very competitive even today.
The only reasons to change is if you want cross-platform with OGL, or higher-end features with DX9 or 11.
If cross-platform is your thing and you like Blitzmax then the options are:
Minib3d, Minib3d Extended, Minib3d Plus, Max3d, Irrlicht wrapper, Maxb3d, Openb3dmax (all free, open source)
Or if you want to stay with Windows but prefer Blitzmax then there's:
Flow3d, Xors3d (xors is closed source)
And if you want mobile platforms and you like Monkey then there's:
Minib3d Monkey, Vortex Monkey (or Cerberus), Mojo3d Monkey2 (all FOSS except mojo3d)
And if you want something that manages everything with minimum of work then I recommend AGK or Leadwerks (both commercial, closed source)
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