« Return to Thread: PV3d vs. Away3D - what the difference? BE SPECIFIC!
---------- 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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