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