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blitzmax programming..?


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Soooo, take it I'd like to program my game in good ol' editor of mine (blide) using BlitzMax and forget all the... LE editor stuff. You know, similarly I could skip using editor in LE2.

 

Would that be possible? Without too much magic preferrably... :)

Intel Dual Core 3GHz / GeForce GTS 450 - 1024 MB / Driver ver 267.59 / 8 GB RAM / Win 7 - 64 bit / LE2.50 / BMAX 1.48

game producer blog - Dead Wake Zombie Game powered by Leadwerks Engine

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It seems like BRL has moved on to Monkey, so we don't provide official support for BlitzMax anymore. I've attached the binding code I use with the editor, but my declarations are inconsistent and incomplete:

bmx.zip

My job is to make tools you love, with the features you want, and performance you can't live without.

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Alritythen. Thx. LUA should be ok.

 

Although I wonder if somebody is doing LE3 target for monkey (I know lumooja did back then something for LE2): http://www.monkeycoder.co.nz/Community/posts.php?topic=414

 

As for the Editor... is it actually required? Can I code & script things without it. Just curious.

Intel Dual Core 3GHz / GeForce GTS 450 - 1024 MB / Driver ver 267.59 / 8 GB RAM / Win 7 - 64 bit / LE2.50 / BMAX 1.48

game producer blog - Dead Wake Zombie Game powered by Leadwerks Engine

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You can do things purely in code, except for CSG brushes. The best aspect of the Lua script editor is that it has a debugger with code stepping.

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My job is to make tools you love, with the features you want, and performance you can't live without.

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One question about not being able to use CSG brushes purely in code:

 

I was thinking about creating reusable blocks with prefabs that would include CSG and being able to place these premade blocks with code.

 

Will that be possible and will the pathfinding still work since the CSG is already inside the prefab?

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