C++ is pretty simple

its how people learn it which is convoluted lmao
DBpro is a 3D Engine with a Basic Language front ... but do you understand exactly what a 3D Engine is?
as far as i'm conserned its just laziness asking for such commands - just like the compression formats to be added.
just to make it even more and more easier and make sure people don't feel the need to learn the parts of programming which will expand thier programming knowlage!
all the 3D engine really is there for is sorting out the rendering piplines, calculate the rendering needs, all of those things which are generically almost identical whatever you program in DirectX or just truely brain busting.
have you ever actually taken a good look at the BSP setup?
i mean myself and a friend about 5years back translated Quakes BSP into an english setup rather than technical terms - and immediatly after you saw a flurry of people developing plugins to compile this and they work perfectly.
The format itself isn't hard - whats hard is the Visibility setup, which should be game based for specific situtations because generics for such things are just stupid - even in FPS's they've been altered for extra things because it really should be customised PER game.
you would only NEED to figure out these functions once, which oki might not seem as much fun for you - but once you have them, you keep the functions as a .dba which you can use whenever.
i mean whenever you start a new project to you always recode everything?
the major updates and points in .libs for C and C++ is so that these GENERAL things you want to use are infact common place.
but when you start using these things you notice that all programs end up with the same problems as each other ... i mean things like making a cube really is done the same no matter how you want you - 8 vertex, 18 edges, 12 polygons
that is ALWAYS the setup, and it is the exact same way to render it as well ... so rather than having 20lines of code in C each time you want to use it, you program something you can point to whenever you want a cube.
Once you have it why make a new version each time you program? why not simply save that code and paste it later?
that is what DirectX and OpenGL actually brought to the table, taking away the generics allowing the programmers to concentrate on the dynamics.
IF you see BSP as the only viable game world, then quite frankly your blind... as a programmer you must have the thoughts to actually innovate on the tools you use so that you can produce better results.
The fact that hardly anyone here ever finishs something and i've seen it so much with projects iv'e helped with which is why i striaght out refuse is that they get to a block in the road and expect everyone else to figure it out. Because all the functions they've used uptil then have been generic and built in - no flexibility leads to poor programs and games.
programming is more fun when you actually figure out something complex that you couldn't before... like in anything, its exciting when you can achieve something new that others are struggling with
if you do get say these vertex, face, etc... commands then what?
what if all you want is to know is the UV map point of the Vertex?
you'll still need to open the model into a memory block and take the data
functions should be things included which are impossible to add yourself without being able to access the core program... what if your model format isn't generic?
then these vertex options are useless.
Anata aru kowagaru no watashi! 