[osflash] Q: Papervision 3D vs Sandy, vs Away3d
John Grden
neoriley at gmail.com
Wed Aug 1 23:19:25 EDT 2007
PV3D 1.5 was about a 40%+ increase in speed. Away3D was based on PV3D's
original engine, but I've heard they're doing a restructure of the engine,
so I don't know if they'll adopt some of the techniques 1.5 has or if
they'll go a different direction.
I don't know about Sandy to be honest.
Ricardo did some tests with PV3D and Away3D, but this was *before* the
1.5release - I would have to assume he would see a significant
increase in
speed with 1.5:
http://mrdoob.com/?postid=393
then, he did what we now call a "doobie" test with Ralph (triangles rendered
per second is a doobie count - the higher the #, the better obviously):
http://mrdoob.com/?postid=394
Learning curve:
PV3D has a really good wiki (wiki.papervision3d.org), tons of tutorials,
sample files and blog entries (blog.papervision3d.org,
www.rockonflash.com/blog/, www.unitzeroone.com)
there's also the new PV3D CS3 Components that lower the entry bar even lower
than ever. New features like code generation help you get started even if
you're not a coder - and it all works at DESIGN time.
I can't really speak for Sandy or Away3D on the learning curve, but I can
say that all 3 API's are very similar, and the approach is nearly identical
from a usage stand point.
I *can* speak on PV3D's focus: to provide a very fast, lean consistent
engine. Features don't come as quickly as we'd like, but the the engine is
very tight and some things we're doing have to come first before we can add
certain features.
Away3D's team have done an impressive job on their features and version of
the PV3D engine - really outstanding stuff going on there.
Anyway, hope that helps some.
John
On 8/1/07, Johannes Nel <johannes.nel at gmail.com> 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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> >
> >
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> >
>
>
> --
> j:pn
> http://www.memorphic.com/news/
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[ JPG ]
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