Blitz 3d Engine

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Vangele Ioannidis

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Aug 4, 2024, 7:47:38 PM8/4/24
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BlitzBASIC is the programming language dialect of the first Blitz compilers, devised by New Zealand-based developer Mark Sibly. Being derived from BASIC, Blitz syntax was designed to be easy to pick up for beginners first learning to program. The languages are game-programming oriented but are often found general purpose enough to be used for most types of application. The Blitz language evolved as new products were released, with recent incarnations offering support for more advanced programming techniques such as object-orientation and multithreading. This led to the languages losing their BASIC moniker in later years.[1]

The first iteration of the Blitz language was created for the Amiga platform and published by the Australian firm Memory and Storage Technology. Returning to New Zealand, Blitz BASIC 2 was published several years later (around 1993 according this press release [2]) by Acid Software (a local Amiga game publisher). Since then, Blitz compilers have been released on several platforms. Following the demise of the Amiga as a commercially viable platform, the Blitz BASIC 2 source code was released to the Amiga community. Development continues to this day under the name AmiBlitz.[3]


Idigicon published BlitzBasic for Microsoft Windows in October 2000. The language included a built-in API for performing basic 2D graphics and audio operations. Following the release of Blitz3D, BlitzBasic is often synonymously referred to as Blitz2D.


Recognition of BlitzBasic increased when a limited range of "free" versions were distributed in popular UK computer magazines such as PC Format. This resulted in a legal dispute between the developer and publisher which was eventually resolved amicably.


In February 2003, Blitz Research Ltd. released BlitzPlus also for Microsoft Windows. It lacked the 3D engine of Blitz3D, but did bring new features to the 2D side of the language by implementing limited Microsoft Windows control support for creating native GUIs. Backwards compatibility of the 2D engine was also extended, allowing compiled BlitzPlus games and applications to run on systems that might only have DirectX 1.


The first BlitzMax compiler was released in December 2004 for Mac OS X. This made it the first Blitz dialect that could be compiled on *nix platforms. Compilers for Microsoft Windows and Linux were subsequently released in May 2005. BlitzMax brought the largest change of language structure to the modern range of Blitz products by extending the type system to include object-oriented concepts and modifying the graphics API to better suit OpenGL. BlitzMax was also the first of the Blitz languages to represent strings internally using UCS-2, allowing native-support for string literals composed of non-ASCII characters.


BlitzMax's platform-agnostic command-set allows developers to compile and run source code on multiple platforms. However the official compiler and build chain will only generate binaries for the platform that it is executing on. Unofficially, users have been able to get Linux and Mac OS X to cross-compile to the Windows platform.


BlitzMax is also the first modular version of the Blitz languages, improving the extensibility of the command-set. In addition, all of the standard modules shipped with the compiler are open-source and so can be tweaked and recompiled by the programmer if necessary. The official BlitzMax cross-platform GUI module (known as MaxGUI) allows developers to write GUI interfaces for their applications on Linux (FLTK), Mac (Cocoa) and Windows. Various user-contributed modules extend the use of the language by wrapping such libraries as wxWidgets, Cairo, and Fontconfig as well as a selection of database modules. There are also a selection of third-party 3D modules available namely MiniB3D[4] - an open-source OpenGL engine which can be compiled and used on all three of BlitzMax's supported platforms.


In October 2007, BlitzMax 1.26 was released which included the addition of a reflection module.[5] BlitzMax 1.32 shipped new threading and Lua scripting modules and most of the standard library functions have been updated so that they are unicode friendly.[6]


Blitz3D SDK is a 3D graphics engine based on the engine in Blitz3D. It was marketed for use with C++, C#, BlitzMax, and PureBasic, however it could also be used with other languages that follow compatible calling conventions.


In 2008, the source code to Max3D - a C++-based cross-platform 3D engine - was released under a BSD license. This engine focused on OpenGL but had an abstract backend for other graphics drivers (such as DirectX) and made use of several open-source libraries, namely Assimp, Boost, and ODE.


Despite the excitement in the Blitz community of Max3D being the eagerly awaited successor to Blitz3D, interest and support died off soon after the source code was released and eventually development came to a halt. There is no indication that Blitz Research will pick up the project again.


BlitzPlus was released as open-source on 28 April 2014 under the zlib license on GitHub.[7][8] Blitz3D followed soon after and was released as Open Source on 3 August 2014.[9][10] BlitzMax was later released as Open Source on 21 September 2015.[11]


Blitz Basic 2.1 was well received by Amiga magazines. CU Amiga highlighted its ability to create AmigaOS compliant applications and games (unlike AMOS Basic)[12] and Amiga Shopper called it a powerful programming language.[13]


In 2011, BRL released a new cross-platform programming language called Monkey and its first official module called Mojo. Monkey has a similar syntax to BlitzMax, but instead of compiling direct to assembly code, it translates Monkey source files directly into source code for a chosen language, framework or platform e.g. Windows, Mac OS X, iOS, Android, HTML5, and Adobe Flash.


That's a problem, then, because the fuel on switch or fuel cock does not appear to be operable. Anyway that's now the least of my problems. Steam just updated their software and now the game won't start at all. This was supposed to be fun ... sigh


one thing to check (for when steam and 1c/tfs resolve their steam imposed differences) is in you "realism" settings make sure "anthopamorphic control" (ive no doubt spelt that wrong) is unchecked. sometimes time can interfere with clicking stuff in the cockpit.


If you just wanna fly then the second quick mission is a nice start - puts you over Dover in a Hurricane. for take off practice the mission "cross country" starts on the runway with the engine running - just change the Blenni for a hurricane.


Indeed, since you have turned of the "complex engine management" you have no more control over fuel cock - notice that selector spawn in 'Main Tank' position and so you only need to the second part of the (half) "complex engine management startup" (disabled) that resume to pres "I" key. * :D


*Now an bit confuse thing: Since "I" key only start the engine, and now you can't control the fuel cock (due the option un-ticked), neither can use "Slow Running Cut Out" - the switch remain operable but do nothing, for stop engine need turn off "magneto switches" - what is their only real function in the game (in start-up are placebos), this switches remain clickable in this "easy" mode.


Opera Resume: the "easy mode" rely in some commands of the "realistic" mode - that is not too "realistic", is only half done, resumed in: open fuel cock, press "I" key, control radiator and Prop Pitch, besides throttle. Anything else you may see in YT videos is just... fantasy/what if.


Opel is owned by GM and the 6 cylinder 3.6 litre engine in the older Blitz trucks and Admiral's were a metric version of the old Chevy Stovebolt 6.

The later 6 cylinder in the later Blitz and Kapitn was an Opel developed 2.5 litre engine.


It's a GM engine, but far from being simply a "metric version" of the Chevrolet 6 of the same time. Yes, there' similarities, as GM did own Opel at the time, but there's enough differences that it is not a variant of the Chevrolet engine. The block and heads are completely different, only similarities I see, other than being an inline 6, is the crank has 4 mains like the Chevy, and the intake and exhaust manifold pots are similar.


Well I did some research on the Opel 3.6 litre inline 6 subject a while ago and found this regarding the Admiral/Blitz engines from 1937 to 45, and that's what I grounded my earler statement on.

Nothing fits between them as it's all metric but it's still based on the Chevrolet 216 according to this article.


The problem I see is that the block is not even close to being the same as a Chevrolet block, other than being 6 cylinder and having 4 main bearings. I'm intimately familiar with the Chevrolet engine, and from what I see in the pictures of the Opel, they are not the same design. The head is completely different, with different port and valve layouts, plus the block design is not even close to matching.


Notice the differences in the head and block designs. While there are some similarities, such as the positions of the distributor, road draft tube, fuel pump, and the basic intake and exhaust port locations, you can plainly see that it is not a cast of simply converting the Chevrolet into metric dimensions, but rather a clean slate design.


I'm no expert on these engines but they looks to be quite similar to me.

If an engine is based on another engine design doesn't mean they have to look exactly the same, they were built by two different manufacturers with their own foundrys and casting facilities on opposite sides of the Atlantic Ocean so of course there are differences here and there, but to me they look very close on the outside.


I guess we'll just have to agree to disagree. With my familiarity with the 216s, plus some of the specs I've found on the Opel, I just see to many differences in them for them to 100% be the same engine. It kind of files under the same notion that the Blitz chassis is the same the US market Chevrolet and GMC 1 1/2 tons, which it isn't.

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