[Papervision3D] PV3d vs. Away3D - what the difference? BE SPECIFIC!
andysk8er
elbarto37 at yahoo.com
Thu Jul 2 08:06:43 PDT 2009
Hey Rob,
Thanks for the info. Can you give a specific example of a project that you
think is better suited to Away3D? As one of the principal developers of
Away, I'm sure you can explain which specific features of Away you think set
it apart from PV3D. I know that the PV core team has been working hard to
integrate a lot of these features into PV3D, but as your codebase is
diverging into 2 completely separate engines, I think that Away and PV may
begin to be better suited to different projects.
Maybe a simpler way to say it is this: can you think of a project that Away
is better suited for and what features of Away tip the balance?
Sorry to be a pain. I'm just really curious.
Thanks,
Andy.
Rob Bateman wrote:
>
> Hey Javier
>
> i'm sure there are plenty of people ready to elucidate you on the
> wherefores
> and whys of papervision, but i can certainly give you the Away3d answers.
>
> Away3d was started in april 2007 as an extension of Papervision that
> filled
> some functionality holes that were necessary for the projects we were
> working on. Since then, it has been about creating a stable, easy to use
> and
> well documented engine that has regular release updates and packages new
> features in with the old in the most compatible way we can manage (ie. in
> a
> way that doesn't break old code)
>
> A lot of people think Away3d is ideal for game development, and certainly
> with all the extra tools and geometry manipulation/generating classes,
> this
> is true. But our intention was to produce an all-purpose engine whose 3d
> framework offer it's users simplicity, extensiblity and stablity. game
> development being a more complex discipline is obviuosly going to see
> these
> differences more than people designing more basic websites, but we are not
> intentionally targetting one set of people over another.
>
> you can see the evolution of away3d documented in our features page, whcih
> is updated with every new release:
>
> http://away3d.com/features
>
> cheers
>
> Rob
>
> 2009/7/2 Javier España | javierespana.com <info at javierespana.com>
>
>> >From what I've read Papervision3D is including Away3D sometime soon or
>> already has...
>>
>> Away3D is a modification of Papervision3D as I recall...
>>
>>
>> On Thu, Jul 2, 2009 at 10:26 AM, andysk8er <elbarto37 at yahoo.com> wrote:
>>
>>>
>>> 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.
>>> --
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>>> Sent from the Papervision3D mailing list archive at Nabble.com.
>>>
>>>
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>>>
>>
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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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