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Re: PV3d vs. Away3D - what the difference? BE SPECIFIC!

by andysk8er :: Rate this Message:

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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 EspaƱa | javierespana.com <info@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@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.
>> --
>> 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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>> Papervision3D@osflash.org
>> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
>>
>>
>
> _______________________________________________
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>
>


--
Rob Bateman
Flash Development & Consultancy

rob.bateman@gmail.com
www.infiniteturtles.co.uk
www.away3d.com

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