[osflash] Q: Papervision 3D vs Sandy, vs Away3d

Samuel Agesilas samuel at modulous.net
Wed Aug 1 17:21:22 EDT 2007


LOL... now are we getting a little touchy Johannes... I don't have to  
prove anything... you can look up the results yourself. It is clear  
as day. Look at how papervision handles mesh's for example and how  
papervision handles materials. When you look at their respectively  
algorithms you can clearly see why papervision has an advantage. I  
was merely correcting the assumption that all of these 3d engines are  
the same. They clearly are not! Just look at the code, it's nothing  
personal against the developers of away3d and sandy I think they are  
doing wonderful contributions. But alas when it comes right down to  
it... Papervision has the meat and potatoes to surpass the other too  
engines. So before trying to flame me... download the source code and  
objectively look at the routines yourself and you'll clearly see the  
difference. But, if you just want a visual example ( unscientific but  
ballpark )... look at the materials demo for away 3d and then compare  
the performance with papervision materials or even texture mapping  
for that matter. Also bear in mind that the real power of papervision  
is it's ability to handle lot's of objects. In sandy for example the  
more objects are on the screen the slower it get's. I also based on  
my previous experience with sandy I found the api to be inefficient  
in the sense that it uses the gc way too much and in some instances  
the flash player has to clean up stuff which in turns slows down the  
animation. And if that does not marginally convince you then ask  
yourself this... why aren't there any fullscreen demos for Sandy or  
Away3d? I haven't seen any. However there are some nice ones for  
Papervision that fully demonstrate the performance capabilities of  
papervision. But as always the proof is in the code... so I urge you  
to download and analyze the code and make your own proofs and report  
them here instead of wasting everybody's time by me or anyone else  
for that matter personally.

Cheers,
Sam

On Aug 1, 2007, at 11:18 AM, Johannes Nel wrote:

> i think as misguided as his "factual statements" are he touched on  
> one important point in relation to the question:
> -which one of the three would add the LEAST amount of code for a  
> simple 'cube rotating' effect + -which one of the three has the  
> smallest learning curve (i have a tight deadline to meet)==>
> means from whom can i copy and paste the easiest. and there is an  
> example cube rotating in pv3d's examples library and more people  
> blog about it. hence more vigarous copy-paste application.
>
> for the rest the statements carry as much relevance as creationism  
> and he can never offer sufficient proof of any of these claims.
>
> On 8/1/07, Mariano Cerrutti <vscorza at gmail.com> wrote:
> Samuel:
> Same as Martin, please give some references for your comments.
>
> cheers to all
> Mariano
>
>
> On 8/1/07, Martin Wood-Mitrovski < flashdev at relivethefuture.com>  
> wrote:
>
>
> Samuel Agesilas wrote:
> > no no no no!! This is not the case.... Papervision3d is far more
> > superior than Sandy and away3d. Papervision performance competely
> > blows away sandy and is much Much better than Away3d.
> >
> > To answer your question more directly.
> >
> > 1. Papervision - Why? The papervision API is really clean and  
> simple.
> > Something like a rotating cube can be accomplished with very VERY
> > little code ( even if you want to texture map the sides )
> > 2. Papervision - Why? It is the more mature of all 3 of those
> > platforms. Papervision3d has a very small learning curve and there
> > are lots of examples out there to analyze and learn from.
>
> can you give a bit more evidence to back up those claims?
>
> some code, some links, some benchmarks for example.
>
> you could well be right, but i want proof :)
>
> thanks,
>
> Martin
>
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