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Blitz Research

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A member registered Jan 18, 2017 · View creator page →

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(2 edits)

I hd a closer look at this today, and I'm 99.97% sure it's a false positive.

I had a look at it on the Virus Total website, which does report some of the exes and dlls contained in the zip to be suspicious, but only by a small number of virus checkers (it' s a 'meta' checker) and all weird ones I'd never header of, none of the 'big name' ones.

So I went and rebuilt the entire Blitz3D packge from scratch using slightly different compiler flags to see if that made a difference and checked it again, and it did! I got a totally different results with fewer false positives (still not 0 though). So it's almost tempting to 're-release' this version as a fix,  but I wont be doing that as I don't want to have to be effectively 'randomizing' compiler settings for each release to suppress virus checkers, that's just nuts for a whole lotta reasons.

I guess there's a chance that my machine has been infected by something that infects exes I build using MSVC, but short of reinstalling the whole OS (and I'm not even sure that's enough any more) I don't know if there's anything I can do about that. My machine is regularly checked by MS Windows Defender and I recently checked everything with Bitkeeper for variety which did quarantine a few things I'd never heard of (and similarly have no way of knowing if they were 'real' problems or not) but otherwise said my machine was healthy.

I am getting no report of a virus with MS window Defender here, and I believe this to be a false positive.

Either way, I have no way to 'correct' this.

I can arrange a refund for your recent purchase if you would like.

Bye,
Mark

Nope, I use Glfw to do this in SGD, you could dig into that and find out how they do it.

No idea sorry, maybe see if you can narrow down what the machines in question have in common - graphics card, virus checker etc?

You'd think by know I'd have a checklist of these sort of variables, but alas I don't...

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Apparently this has already been added:

https://github.com/blitz-research/blitz3d_msvc2017/pull/1

Try using texture flag 1024 to disable bilinear filtering.

Thanks, Xaron(?)

> Would love to see some modernisation of blitz3D too.

At the very least, I want a bigger toolbar and font, I'm not working in 1024x768 any more and my eyes are 20 years crappier!

Raylib has definitely helped inspire me to get back into things! But AFAIK it's pretty much 'direct mode' only and primarily 2D, whereas I wanted to go for a more 3d oriented scene graph approach.

I do dig raylib's 'DrawModel' command and briefly considered using a more direct approach like that, but it can't handle multiple passes for things like transparency so the user would end up having to write their own 'scene' system anyway. Besides, as you say, there's already Raylib! It runs on a ridiculous number of languages too, mainly thanks to 3rd party support, there're probably Fortran and COBOL versions out there somewhere!

I've never heard of sokol_gfx (will do) but I did take a look at bgfx and although it's very nicely done and apparently works very well, I was after something a bit more modern, and Webgpu is (apparently) modelled on the way modern gpu's work while offering a high-ish level interface so I went with that. Also, the fact it's a google thing means they're gonna make sure it works well on as wide a range of hardware as possible. I've been following development quite closely, and the people writing it go to a huge amount of effort to make sure the stuff they're adding really will work everywhere.

 I actually think the use of 'native webgpu' drivers like dawn and gfx-rs (the rust version in firefox) could take off in a big way, as they turn behemoths like d3d12 and vulkan into a much more usable API: https://webgpu.rocks/reference/interface/gpudevice/#idl-gpudevice

Thanks Mike!

I really enjoyed this, gameplay is simple but lots of fun and the plot is surprisingly involving and occasionally even quite moving.

Just finished this and wow, great game!

Very surreal and even slightly disturbing at times, just my cup of tea!

Looking forward to playing more of these...

Nice!

Hi,

My app page currently has a single comments thread only.

If I also enable the discussion board, will this overwrite the comments thread or will I get both?

Bye!
Mark

Hi,

There's a minor typo on the 'Dashboard/Interact' page: "...if we recieve a high number of reports..."

The 'recieve' should of course be 'receive' according to the 'i before e except after c' rule (and a dictionary check)!

Bye,
Mark

Thanks for the kind words!

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Hi, I am really enjoying this game but think I may have broken it!

...actually, ignore that, problem solved...off to build some kind of scanner to get off this dreadful place!

Hi, just uploaded v1110 which fixes a crash caused by the use of textures with alpha but no color, for example, Adam Gore's 'grass' demo.

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IIRC, the multiplayer networking functions were removed when Blitz3D was open sourced as the underlying DirectPlay API was not supported by MSVC2017 (Blitz3D was originally built using 'classic'  MSVC 6). Plus, I think running a Blitz3D app that was built with DirectPlay support (ie *all* Blitz3D app's pre-open sourcing) caused an annoying 'do you want to install DirectPlay' popup on recent-er versions of Windows.

I've just checked and the source files are still in there so it may still be possible to build Blitz3D with multiplayer support again if you can get hold of the appropriate SDK files (static libs, headers etc) and they're compatible with the Windows SDK stuff used by MSVC.

But, to be honest, it's probably not worth trying as multiplayer in Blitz3D was never that great or even very well tested. I certainly don't remember any multiplayer Bltitz3D apps being released - please let me know if I'm wrong anyone!

Wow, that looks fantastic!

I do remember the seamless cubemap texture problem, but only from the GL days. There was an extension to deal with it in GL...

https://developer.download.nvidia.com/opengl/specs/GL_ARB_seamless_cubemap_per_t...

...but according to a quick google, D3D didn't get a fix for this until D3D9-ish.

I can't think of a way you could fudge this by distorting cube faces either so sorry but I think you're stuck with it in B3D.

But it all looks pretty seamless from here anyway!

Yay, good news!

 It kind of suggests this fix has never been in a release before 1109...still, it's there now.

But seriously dude, you should really be using Unity - it's free and it can do anything Blitz3D can do and much more!

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Hi,

I installed from scratch with blitz3d1109setup.exe, replaced the line of code that was broken and it worked!

Can you try reinstalling Blitz3D from scratch and trying again?

(2 edits)

Hi, you need to use 'Or' to combine multiple flags together (which sounds very counter-intuitive!) For example, this works for me:

tex1=CreateTexture(w,w, tex_color Or tex_mipmap_OFF)

By using a comma here, you're actually creating a 1024 'frame' texture!

You can also use plain additon to combine flags, ie: '+', but then you have to be careful to only use each flag exactly once. Still, I think this is what most b3d coders used, and it makes a bit more logical sense I guess.

In retrospect, I think Blitz3D should have had '|' and '&' and maybe '~' operators too.

Bye!
Mark

Hi, would you mind posting some runnable example code I can copy/paste into blitz3d 1108?

Hi Plim, have you tried texture flag '1024'? According to this commit...

https://github.com/blitz-research/blitz3d_msvc2017/commit/0e48d376bd6075420b42da...

...this very useful feature was added in 2018 by someone called Dave Camp  - thanks Dave whoever you are!

If you have a copy of Blitz3D SDK, I don't really mind what you do with it (an acknowledgement would be nice). I only ever sold a handful of them many years ago. I thought it actually kind of sucked as a C++ SDK and my heart was never really in it. 

If you want to use Blitz3D runtime in your own projects, I would probably recommend statically linking with the 'bbruntime' static lib. Just building the blitz3d solution in msvc2022 produces a bbruntime.lib in bbruntime/Release which should be all you need. The bbruntime_dll project is a bit useless as-is, it's designed to be linked with blitzcc compiler output - it doesn't actually export any symbols - the blitzcc output code is 'injected' into the dll as a resource, and linking is actually performed at runtime.

You'll also need header files, which you can either include directly from the blitz3d project, or copy the headers from bbruntime (and any other required dirs) into a standalone 'include' dir. Either way you'll need to set up a buinch of include dirs so the compiler can find them.

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Well, I did vaguely promise 'lifetime' updates!

I've been browsing the various incarnations of the Blitz websites lately (before the internet archive gets taken down...) and wow they were fun days - before all the 'monetization' bullshit crept into gaming. I should NEVER have got involved in the mobile scene, that sexy hardware was just too tempting though.

The 'mugshots' thread (from *22* years ago!) here especially bought back lots of warm fuzzy memories, possibly before even your time though?

https://web.archive.org/web/20011012145251/http://www.blitzbasic.co.nz/cgi-bin/s...

Bye!
Mark

For one thing I don't have a copy of it any more, for another it was 99% the same as the Blitz3D that *is* up on github so even if I did have a copy I probably wouldn't bother.

(1 edit)

No idea sorry although I've just uploaded a new build so you might want to try that as it should be the latest/greatest version available.

Skimming through the comments to your posts, I'd recommend making sure the code isn't trying to set an 'exotic' graphics mode of some kind (eg: 16 bit color) in fact probably safest to try to get it running in windowed mode first.

Hi all, I finally fixed the double spacing in the IDE issue and have uploaded a new Blitz3D 1.109 installer.

I built this on Windows10 so there *may* be issues if you're still on 7,  8 or 9, although I think I built the 1.108 installer on Windows10 too so who knows...

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Argh, how do you do the yellow jump?!?

Well done, congrats on finishing it! Having lots of fun playing it but still suck at it.

Hi, I'm still here! I got a bit sidetracked there with a potential job offer that didn't pan out and writing some PR's for othe projects that never got merged for various reasons (never doing that again!)
But the biggest distraction for me has been getting the VR stuff up and running again, and with WebVR I hope to be adding some optional VR to this online demo/experiment/whatever-it-is too soon(ish).

Yeah I agree, stay tuned...

Hi,

I just want to clear up if it's OK to host a game here that connects to the raspberry-pi 'server' currently in my kitchen?

The game's static files are hosted at itch.io but once it's running it does connect with said external server - is this OK?

Bye!
Mark

Ha ha, still fun!

Thanks for posting that, nothing pops out at me either but at least now I can compare your driver's caps/extensions ertc with mine and see if there's anything suspicious.

Argh, turned out to be a bit painful to fix too, fix coming after lunch though...

Ok, the keyboard thing appears to be a chrome specific (at least) issue, will fix.

Yeah, there's definitely a pool or even pinball vibe there, though there are no 'real' shadows at all yet, just some fake 'circles on the ground' ones but even just that adds 150% to the look of it.