[osflash] Q: Papervision 3D vs Sandy, vs Away3d
Samuel Agesilas
samuel at modulous.net
Wed Aug 1 17:24:54 EDT 2007
wasting time by attacking me or anyone else that is. Keep it civil :D
-sam
On Aug 1, 2007, at 4:21 PM, Samuel Agesilas wrote:
> 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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>>
>> --
>> j:pn
>> http://www.memorphic.com/news/
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