. Prefab export more complex classes of the same object but so far
so good.
That's may be because most exporters handle max 4k polys per class
while an PreFab output can hold up to 100k in a single class
representing a full scene
without having memory issues at compile time... so for single objects
export, the structure of the outputed class might look overkill for
this reason.
one think I would really like to see is animation support (as far
as I know) It doesn't support it.
The animation feature I have in mind for Prefab should go way beyond
playing imported animation and export them to as3...
if I can manage to build it exactly the way I want it, it should
contribute to a better workflow regarding projects with animations.
For now, I'm busy improving this first release. I preffer to make a
robust tool not too extended you can rely on, rather than a useless
dragon...
Keep an eye on the check update btn... :)
Fabrice
On Oct 2, 2009, at 1:24 AM, Pavel Jacko wrote:
Thanks Fabrice,
I think from the overall look is quite obvious that we missing on
design touch. In fact, whole virtual world bit was developed without
designer(credit crunch you know). If I would have to done whole
project again I would definitely do loads of things differently,
especially navigation and UI logic. And as you said, back button would
be part of that but as usual, Mr.Chronos is bastard and he doesn't
gave us more than those 24 hours a day.
Prefab is amazing tool...I started project without it(it didn't exist
bublicly I think) but last bits of project, we tried to experiment
with it..in other words, immediately I found it:). Generaly we used
Dennis Ippel's(www.rozengain.com) blender as3 exporter. Prefab export
more complex classes of the same object but so far so good. Next
project gonna be full member of workflow. one think I would really
like to see is animation support (as far as I know) It doesn't
support it. But I'm looking forward. This could be base for real 3D
game platform.
Great job!
Pavel
On Oct 1, 11:33 am, Fabrice3D <[email protected]> wrote:
Very cool!
I've managed to find the key's and even discovered a mention, thk! :)
One question
Have you used Prefab in the process?
One little remark
Wouldn't it be better to place the close/back nav btns next to the
overlays content?
Seeing extended 3D scene like this is fantastic!
Well done and welcome to Away3D!
Fabrice
On Oct 1, 2009, at 12:04 PM, Pavel Jacko wrote:
I just want send huge thanks to Away3D team. This engine rocks! 2
Months ago we started portfolio project initially with
Papervision3D.
Project was very complex but required fast engine as it simulated
FPS
behaviour. After adding more scenes it became harder and harder to
manage speed with PV3D. At that time I decided to blindly shoot to
Away3D (after 3/4 of project was done). It was big risk however we
were on the end with optimization possibilities with PV3D. How big
suprise was for me when I realized how easy was to adopt Away3D(I
never worked with it before). after 2 days the whole project was
switched to new engine. better material quality(engine support fp
10)
and even slightly better preformance. Big relief for me. But the
biggest suprise comes when I found how flexible Away3D was when it
comes to optimization possibilities. I was amazed. (it was before
Away3D light version been released..damm:). Low inheritance of
materials gives you power to customize them. I think, the result was
very impressive for us. you can check it out:
http://www.syerit.com/think360/default.aspx
. I love PV3D especially for its community but with light version,
Prefab magic to offer, plenty of features, Away3D is really the best
choice for me and now main choice for our team! Alternativa..what?:)
Cheers
Pavel