[Papervision3D] PV3d vs. Away3D - what the difference? BE SPECIFIC!

xero xero.nu at gmail.com
Thu Jul 2 08:24:49 PDT 2009


syntatically there are some core differences in the engines as well.
papervision3D
uses the standard:

myObject.myFunction(param:Type, arg:Type):return

style of coding. which is one of my favorite things about PV3D. this helps
the compiler to use code hinting to tell the programmer what the function
needs exactly.

while away3D uses the more abstract technique of:

myObject.myFunction( { param1, args } ):return

style of coding. i have gotten into more then a few arguments about this on
different mailing lists + forums. so im just gonna say that this style is
very popular, just not really my cup of tea. (does anyone know the names of
these techniques???)

i cant say for away3D, but i know from experiance that the PV3D
dev team are CONSTANTLY working on design patterns, typing
schemes, and other optmizations to gain more speed one frame
per second at a time. (a good example of this was a few monts
agos PV3D's trunk switched from arrays to dictionarys to shave
of a few more seconds of calculations).

but its like everything in the computer world. there are 1000+ ways to do
the same thing. you need to check out all your options and see which one
best aligns w/ yer goals. im many cases this is
achieved by creating the same application on multiple languages.

hope that helps!
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 ---------- Forwarded message ----------
> From: andysk8er <elbarto37 at yahoo.com>
> To: papervision3D at osflash.org
> Date: Thu, 2 Jul 2009 06:26:12 -0700 (PDT)
> Subject: [Papervision3D] PV3d vs. Away3D - what the difference? BE
> SPECIFIC!
>
> Okay, I have been researching this and I can't find a definitive answer.
> What
> is the main difference between PV3D and Away3D? Don't give me a bunch of
> nebulous statements like "Papervision has more shaders" or "Away handles
> Interactive materials better" or "PV is faster." What I really want to know
> is this:
>
> WHAT WAS EACH ENGINE BUILT FOR?
>
> It looks like PV3D has a broad feature set that was intended mostly for
> websites, applications and viewers.
>
> Away looks like it was designed with making 3D games and game environments
> in mind.
>
> Is this true or am I off the mark? I don't really care about things like
> "Away has a torus as a native object." I'm really just curious which engine
> fits a certain type of project better than another. If I have a project
> spec, how can I decide which engine to use?
>
> I'm not trying to start any arguments about the engines. I'm very familiar
> with Papervision and have built several projects in it. I haven't used
> Away3D, but I'm starting to think that a few of it's features may be
> helpful
> for a game I am designing in my spare time. Any advice from anyone here?
>
> Thanks,
> Andy.
> --
> View this message in context:
> http://www.nabble.com/PV3d-vs.-Away3D---what-the-difference--BE-SPECIFIC%21-tp24306699p24306699.html
> Sent from the Papervision3D mailing list archive at Nabble.com.
>
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