I just thought about the following, and I'd like your opinions on it:

Away3D(lite)'s Object3D class extends Sprite. A simple defenition of a
Sprite instance is that it is something that you can see on the
screen. An Object3D doesn't necessarily need to be seen, right?
Looking at the class hierarchy in the flash.display package: Object <=
EventDispatcher <=DisplayObject <=InteractiveObject <=
DisplayObjectContainer <=Sprite, wouldn't it me more obvious for
Object3D to be called DisplayObject3D and inherit EventDispatcher and
like DisplayObject, implement IBitmapDrawable?

Then, on the other hand, Camera3D extends Object3D. But Camera3D is
not something that you can see. Of course, it plays a part in the 3d
scene, but my opinion is that Camera3D is abstract; it should only
represent a 3d location with an orientation an focus, zoom, etc...

Another thing; Why does Mesh render draw itself using the
Utils3D.projectVectors(); Shouldn't a Renderer be in the position of
drawing other objects?

Don't get me wrong guys, I don't mean to condemn the engine, it's just
that I was wondering if it could be done better, or more logical.

-Declan

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