A screenshot from the Beach Demo used by Google to demonstrate O3D's capabilities
Originally, O3D used a plug-in based architecture which allowed 3rd party developers to integrate custom functionality such as pre and post render effects, particle systems, and or physics engines for example. It is important to note that the plugin was written in C which communicated directly with the hardware, thus the speed of scene rendering was largely dependent on the graphics card of the computer rendering it. Now, much of this same functionality is built into WebGL.
The main advantage O3D has over alternative desktop or console based 3D rendering engines is that O3D may load, render, and transform models and their respective textures dynamically, using AJAX and/or COMET in real-time. Traditional compilation of source code, application resources, and object libraries is no longer necessary, since all of these aspects are loaded in real-time. These remote resources may be designed, developed, and maintained outside the core rendering or view application within a typical object oriented MVC application. The direct result of this, explicitly makes development of rich 3D application easier, as you do not need to recompile your O3D application per resource changes. This allows for a more robust and distributive approach when designing 3D applications.
- VRML and X3D - Open standard from Web3D Consortium
- O3D Developers' Site
- GWT-O3D Developers' Site
- O3D Discussion Site
- Google 3D Warehouse (Online 3D Model Repository)
- Google Sketchup (3D Modeler)
- A free 3D content importer/editor/publisher for creating O3D scenes
- A series of O3D tutorials
- Google I/O 2009 - Developing On O3D: View From The Trenches YouTube video
- Sophos Security: Researcher rewarded over $30,000 for finding 3 security flaws in O3D