Molehill is OUT!

So I was watching the FGS feed, blowing my internet cap just to see what was going on, and they announced it. I knew the names of many developers watching along with me when Molehill was announced. To my amazement, molehill demos popped up left and right, and the good ol’ boys at Away3D did a simultaneous release. Long story short, I’m rendering 80,000 triangles with ease, full screen, and 0% CPU usage. It’s an excellent day to be a flash programmer! Here’s some Away3D screenshots for ya.  🙂

And here’s the link so you can try out the demos. http://away3d.com/away3d-4-0-alpha-release-broomstick/

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Going back to Papervision3D.

…Away3DLite was a fun detour, but I’m gonna go ahead and drop it and go back to my old system. I’ve tracked down my memory leak when using Papervision, so I’m getting back on that boat (I’ll probably switch again when molehill shows up).

Doh!

Doh!

Papervision is faster. That’s all there is to it. It can display more objects with steady performance. Sorry Away3DLite!

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Done with Papervision3D. Hate Away3D… Love Away3DLite!

Ok, so the last 2-3 posts were pretty hate filled because a papervision bug almost threw my game in the toilet. People say how much better and similar Away3D is to Papervision, because it’s a ‘branch’ or derivative. But the only similarity you’re likely to see these days is the painter’s algorithm. That’s where the similarities stop. There are several reasons I don’t like Away3D. First of all, if feels bloated. Secondly, you have to create an object to pass parameters in the constructor of every object. Come on. Strongly typed variables or GTFO.

I’m not happy about it. Away3D performance is terrible compared to Papervision3D, and the only way it can possibly be useful is if I use Away3DLite, a minimal ‘branch’ of Away3D. And oh lets see… It’s been optimized and stripped of all the flashy features. Well that’s nice.

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FINE! I’LL SWITCH TO AWAY3D.

So I started to notice a little bit of a performance drop, and I could swear I smelled memory leak. I’ve been using an older version of FlashDevelop, and noticed that the newer versions came with a memory profiler! Awesome!

Long story short, Papervision3d has some problems with ViewportLayers. I submitted some issues to the googlecode and how to fix some of them, but now I have to trace down what’s doing this…. Or… I could switch to Away3D.

Shit.

Shit.

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Is Papervision3D really dead?

So I’ve noticed there hasn’t been too many updates on Papervision recently, and it’s understandable because there hasn’t been much out there to increase performance, even though I see away3d constantly getting updates. I don’t really care for Away3D. Away3D performance is poor, and I got started with Papervision, so I tend to stick with it. Not to mention the documentation that’s already out there. And now I see on the forums that the project has been pretty much abandoned, even with Molehill around the corner! What the hell guys? Do I really have to move to Away3d?

EDIT: Now that I’ve played with the Away3D Molehill demos, it looks like I’ll be switching to Away3D once Flash Player 11 is released. Until then, I’ll stick with Papervision because it can push more triangles in more DisplayObject3Ds. Papervision still draws faster than Away3DLite, so until Molehill is widely adopted, there’s no point in changing renderers. They’re very similar anyway, so the switch will be easy.