Learn BLITZMAX with Real Code Examples

Updated Nov 20, 2025

Explain

BlitzMax is designed for rapid game and multimedia development.

It features a syntax similar to BASIC, making it beginner-friendly.

Supports 2D/3D graphics, sound, and input handling across multiple platforms.

Core Features

Procedural programming

Built-in graphics, sound, and input APIs

Modules and include system

Object-oriented features added later

Extensible with DLLs or shared libraries

Basic Concepts Overview

Variables, constants, and basic types

Procedures and functions

Modules and code reuse

Graphics, sound, and input handling

Optional object-oriented constructs

Project Structure

src/ - source code

assets/ - images, sounds, and other media

lib/ - external libraries

bin/ - compiled executables

docs/ - project documentation

Building Workflow

Write BlitzMax source code (.bmx files)

Compile using BlitzMax compiler

Run program on target platform

Test graphics, sound, and input

Debug and optimize performance

Difficulty Use Cases

Beginner: simple 2D games and demos

Intermediate: multimedia applications with graphics/sound

Advanced: cross-platform 3D games with OpenGL

Expert: engine-level game architecture

Hobbyist: rapid prototyping for small projects

Comparisons

Easier to learn than C++ or Java for game development

Less feature-rich than Unity, Godot, or Unreal

Faster compilation than scripting languages like Python

Cross-platform but limited in modern libraries

Focused on indie/hobbyist game development

Versioning Timeline

2001 – BlitzMax released by Mark Sibly

2003 – Expanded multimedia and graphics support

2005 – Cross-platform Windows/Linux/macOS support

2009 – OpenGL integration improved for 3D

2010s – Community-driven development continues

Glossary

Module: reusable code unit

2DSetup: initialize graphics

3DSetup: initialize OpenGL context

BASS/OpenAL: sound libraries

Game loop: repeated execution for gameplay