[Papervision3D] PV3d vs. Away3D - what the difference? BE SPECIFIC!
xero
xero.nu at gmail.com
Thu Jul 2 10:12:20 PDT 2009
@rob,
"untyped object initialiser" thats the phrase i was looking for.
and no, i was unware of that. good to know. as for optimizations
of static scenes; the PV3D renderengine is quite flexable. its
very easy to create multiple scenes/camers/objects and selectivly
render only what has been updated. its not a core feature of the
engine, but is very easly accomplished w/ some simple coding logic.
side note:
pete got me in dive into away3D when they hit their 2nd major
milestone version...
and i have to say, i was very impressed. the real reason i stuck w/ PV3D is
familiarity. i have used the engine since beta, and are friends w/ lots of
dev team members. is this the best reason to go w/ one engine over another?
probally not. but thats just the way it is for me.
@andy,
sorry for the thread hijack.
play around w/ the two engine's example files and you will almost
immediatly see the differences between the workflow of each engine.
____ ___
\ \/ /___________ ____
.\ // __ \_ __ \/ _ \
./ \ ___/ | | \( <_> )
/___/\ \___ >__|---\____/
| \_/ \/ |
| xero harrison |
| xero.nu at gmail.com |
| http://xero.nu |
| http://fontvir.us |
| http://hexarray.nu |
| http://xero.owns.us |
`---------------------'
---------- Forwarded message ----------
> From: Rob Bateman <rob.bateman at gmail.com>
> To: papervision3d at osflash.org
> Date: Thu, 2 Jul 2009 18:01:29 +0100
> Subject: Re: [Papervision3D] PV3d vs. Away3D - what the difference? BE
> SPECIFIC!
> @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.
>>>
>>
>> _______________________________________________
>> Papervision3D mailing list
>> Papervision3D at osflash.org
>> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
>>
>>
>
>
> --
> Rob Bateman
> Flash Development & Consultancy
>
> rob.bateman at gmail.com
> www.infiniteturtles.co.uk
> www.away3d.com
>
> _______________________________________________
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> Papervision3D at osflash.org
> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
>
>
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