Papervision3D vs. Alternativa3D in wipeout game test
I’ve always wanted to do wipeout game in flash and here it is.
In this fight Papervision3D definitely wins. It’s 3,5x faster and have better quality.
Yes, 3,5x faster is A LOT – it’s very surprising for me. I have feeling that I’ve done something wrong in Alternativa3D. So, here’s mesh class for one track step – maybe someone will give me some tip ![]()
All TextureMaterial have precision on TextureMaterialPrecision.VERY_LOW and I used optimization on every mesh:
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private function weldVerticesAndFaces(object:Object3D):void {
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if(object is Mesh) {
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MeshUtils.removeSingularFaces(Mesh(object));
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MeshUtils.removeUselessVertices(Mesh(object));
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MeshUtils.autoWeldVertices(Mesh(object), 0.01);
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MeshUtils.autoWeldFaces(Mesh(object), 0.01, 0.001);
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}
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// Launching procedure for object’s children
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for (var key:* in object.children) {
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weldVerticesAndFaces(key);
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}
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}
Track in WireMaterial looks good:

Physics in this game is in 2D. After testing Box2D, Motor2, Glaze and Ape it turns out that only Box2D have all the features that I need (almost all (; ).
…and little credits:
– skybox texture: Hazel Whorley
– bolid 3D model: rik4100
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9 Responses to 'Papervision3D vs. Alternativa3D in wipeout game test'
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To write ActionScript code please use [as][/as] tags.



on February 25th, 2009 at 13:32
How do you build it in Papervision3D? Is the Track an DAE-Object or did you use simple Planes? Or is this some kind of custom-primitve?
Maybe you can open your source for us/me to take a look =)
[Reply]
on February 25th, 2009 at 13:36
Addition: I presume that the Sideplanes are doubledoubleSided = false, as far as I see now in the The Demo with the Wireframe-Materials.
[Reply]
on February 26th, 2009 at 12:26
@Indyaner
Wireframe demo is from Alternativa3D engine, PV3D in wireframe will look much different
Track is created from triangles (Triangle3D class), here’s source for one track step (there’s ~200 such steps generated from timeline animation on guide line):
http://minim.pl/misc/paperout/papervision3d/Pv3DTrackStepMesh.as
[Reply]
on February 26th, 2009 at 20:43
You mean, you set up a path in the Flash IDE on the Timeline and then apply on each frame one Step dynamicly?
Didnt know that was possible.
[Reply]
on February 26th, 2009 at 21:37
No dynamically. I go to every frame of track patch animation. Get points from current track border. And then just add Z-axis and 3D track data is ready.
[Reply]
on March 4th, 2009 at 11:24
Great job! But.. there is something wrong with Alternativa. It’s weird.. on WireMaterial project’s FPS keeps under 30.. there is no complicated geometry, no texture on track, only skybox cube (which also behaves abnormally..). Did you use exactly the same alghoritms in track building process? I did also found that camera in pv3d version is a little bit closer to player’s object than in a3d and the track is mirrored (?). I think that bringing camera in pv3d to a3d cam position can slow animation down.
[Reply]
on March 17th, 2009 at 13:02
This is common issue with Alternativa3D. I have proposed a workaround here:
http://makc3d.wordpress.com/2008/11/04/fast-animation-alternativa3d/
[Reply]
on June 7th, 2009 at 04:07
If you set your skybox’s texture material’s repeat to FALSE in the Alternativa3D version, you will no longer have those distracting seams
[Reply]
on May 9th, 2010 at 00:01
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