[Papervision3D] PV3d vs. Away3D - what the difference? BE SPECIFIC!
Rob Bateman
rob.bateman at gmail.com
Thu Jul 2 10:01:29 PDT 2009
@Andy
sure, there are a lot of examples of Away3d sites out there and the feedback
we get from our users is almost always positive on working with the
framework.
Some specific examples of the work we have done are as follows:
ITManager3: Unseen Forces (http://itmanager3.intel.com/):
uses Away3D's triangle caching system to great effect, producing static 3d
scenes that have very good framerates despite the detail contained within,
and remain fully interactive.
BBC F1 Circuit Guides (
http://news.bbc.co.uk/sport1/hi/motorsport/formula_one/circuit_guide/default.stm#top
)
used the geometry generation tools (in particular the pathextrusion tools)
to create optimised geometry for the F1 tracks, providing a fast development
turnaround and a perfect balance between detail and perfomance in the
scenes.
Morgan Stanley Matrix (http://www.morganstanley.com/matrixinfo/):
used the Awaybuilder framework to provide a seamless workflow between 3d
modeling and Flash, also took advantage of the soon to be released texfields
upgrade.
@xero
were you aware that you can keep everything typedchecked in an Away3d
project by assigning properties after object instantiation? almost all
properties set by the initialiser can also be set by property setters.
Opinion has always been polarised about the untyped object initialiser, but
it's important to stress that it is not a compulsory way of working in
Away3d
@Ralph
Although there is a reason why Papervision3D is a household name ;-)
>
bit of a lazy comment, isn't that? If history teaches us anything, it's that
the most popular is not necessarily the best. You've only got to look at the
TV programme 'Britain's Got Talent' to realise that.. ;)
also, just to clarify, papervision has no hooks for optimizing for still
scenes. and while papervision may be faster for certain moving scenes,
Away3d has better memory management which becomes very important for
something like the ITM3 game, where average playing times can exceed half an
hour.
Rob
On Thu, Jul 2, 2009 at 4:24 PM, xero <xero.nu at gmail.com> wrote:
> 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!
> ____ ___
> \ \/ /___________ ____
> .\ // __ \_ __ \/ _ \
> ./ \ ___/ | | \( <_> )
> /___/\ \___ >__|---\____/
> | \_/ \/ |
> | xero harrison |
> | xero.nu at gmail.com |
> | http://xero.nu |
> | http://fontvir.us |
> | http://hexarray.nu |
> | http://xero.owns.us |
> `---------------------'
>
>
> ---------- 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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>
--
Rob Bateman
Flash Development & Consultancy
rob.bateman at gmail.com
www.infiniteturtles.co.uk
www.away3d.com
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