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

by xero :: Rate this Message:

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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@...>
To: papervision3D@...
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.
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