X3D Community Blog 
February 14, 2007
What VRML/X3D is obviously good for or not
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February 12, 2007
X3D: Strength in content longevity without compromising quality
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February 02, 2007
Why can’t we just have one solid X3D implementation and all use that?
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December 19, 2006
X3D Earth and the Geospatial Web - the development of a Web Viewpoint Service?
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December 18, 2006
X3D interoperability and widespread deployment as the goals for 2007
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December 05, 2006
Interactive high-quality audio control using X3D
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November 21, 2006
The sweet spot of X3D is bringing 3D graphics to a wider audience
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November 16, 2006
To The Artists and Content Owners
Make it simple.
If you spent weeks, months or years creating a symphony and then came back to it ten years later, you would want it to still be playable by competent musicians. Right? Some 3D artists want the same thing and today, the best deal they have for that is VRML/X3D. I still have the Irishspace CD, a project that was large in scope when it was created over ten years ago by a team of VRML artists from around the world. My son pulled it out to test his new computer. He downloaded a Blaxxun Contact VRML/X3D client for free. He put the CD on. Guess what? It all still works. The difference is, it looks better and runs faster.
Ten years ago I started work on the River of Life world. This week after a long hiatus, I’m working on it again. I haven’t changed any of the geometry. I’ve retextured. I’ve added new features. It all works. I put a proto in it for a sky simulation that Braden McDaniel wrote so long ago that he’d forgotten he wrote it until I showed it to him. I plopped it in the…
November 15, 2006
VRML and X3D don’t suck. If we don’t get that, we suck.
There has been a lot of discussion comparing VRML/X3D to Second Life (SL) and MMORPG such as World of Warcraft (WOW). To some it appears that X3D is simply too difficult to use and the money is going to be made in SL or similar “user friendly environment” that are focused on social spaces and shared worlds. The argument further goes that building behaviors and hacking geometry in VRML/X3D are too difficult for mass market use.
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October 20, 2006
The Quiet Tipping Point of Commercial Standards
In the evolution of a technology family based on standards and specifications, there comes a point where an unnoticeable shift begins away from the academic or early-adopter dominance of the market for that technology and toward the commercial users. X3D/VRML has reached that point.
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