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 physics engines. Because the plugin was written in C, it communicated directly with hardware; thus, the speed of scene rendering was largely dependent on the GPU 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 are no longer necessary, since all of these are loaded in real time. These remote resources may be designed, developed, and maintained outside the core rendering or viewing application within a typical object-oriented MVC application. This makes developing rich 3D application easier because they do not need to be recompiled per resource changes, allowing for a more robust and distributive approach when designing 3D applications.
- VRML and X3D - Open standard from Web3D Consortium
- List of WebGL frameworks
- O3D Developers' Site
- GWT-O3D Developers' Site
- O3D Discussion Site
- Trimble 3D Warehouse (Online 3D Model Repository)
- Trimble SketchUp (3D Modeler)
- A free 3D content importer/editor/publisher for creating O3D scenes
- 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