-----Original Message-----
From: owner-www-vrml@web3d.org [mailto:owner-www-vrml@web3d.org] On Behalf
Of Miriam English
Sent: Thursday, September 30, 2004 11:25 PM
Cc: 'VRML list'; x3d-public@web3d.org
Subject: Re: [www-vrml] Tim BL Is Baffled, Too
two words: easy and cheap
ActiveWorlds used to be an example of how those conditions set off an
explosion of use. Unfortunately the owners of that proprietary technology
saw a lot of people using it for free and instead of considering those
people as free advertising they saw them as "lost" dollars. So they raised
the prices and restricted access. ActiveWorlds then faded from general
view.
VRML had "cheap" going for it. You could knock up a quick virtual world in
a few minutes in any text editor, even though the language always was
unnecessarily verbose (even more so now with X3D).
Unfortunately the language has a number of stumbling blocks that render it
less than easy, especially if you wanted to network with friends in VR.
And even with some long-overdue changes in X3D it still doesn't have peer-
to-peer networking, HUD, particles, avatar animation (though the HAnim-
nodes are a beginning), bump-mapping, IK, physics modeling, reflection
(environment mapping is part of the solution but portals are needed too),
sound effects and filters, procedural textures, light flare and halo,
shadows, etc. Many of those are considered a necessity in any game engine
and a lot of them have been in Contact for years.
Animating anything in VRML is unnecessarily convoluted and opaque. After
years of use I still have to hit the books when I need to do even simple
animations. It should be easier than that. And don't say that such things
*have* to be complicated -- they aren't in ActiveWorlds or in some other
engines. Why should they be in VRML/X3D?
Anybody who has spent more than a few minutes with one of the common game
engines or with ActiveWorlds will find it difficult to understand why
people like me persist with VRML (and X3D). We have become like Don
Quixote, battling goddamn windmills. As the language falls further and
further behind what can be done, with no effort spent on looking to what
can't yet be done, we become irrelevant. VRML 1.0 was a bold step. VRML
2.0 was another major step. It fixed a lot of shortcomings of the first
version and in doing so almost completely rewrote the language, making it
capable of interaction. VRML97 made tiny changes, so insignificant that I
keep forgetting what they were. X3D has made some steps forward but is
essentially VRML 97 in XML with several long-needed additions. Where is
the vision that produced the Living Worlds proposal back in 1996(!!) and
the Open Community proposal (also 1996)?
I didn't want to make this a moan. But every time I take a larger view of
VRML/X3D I can't escape this conclusion.
I am not blaming any individuals (though I remain annoyed at the the
consortium stealing VRML). All the people working to make various
improvements to VRML have done marvelous things and are to be praised.
Many of the new nodes have been desperately needed. I almost bite my
tongue because what I'm saying sounds like I'm chastising them for too
little too late.
But in the end if we want to ask why VRML/X3D isn't taking off in a big,
big way, we have the answer right here in front of us.
Sorry to be depressing. I wish this was a call to arms... it is not too
late yet.
- Miriam
Tony Parisi wrote:
http://www.crn.com/showArticle.jhtml?articleID=48800085
'Berners-Lee said he's perplexed by the fact that 3-D graphics haven't
really been exploited to create more multidimensional desktop
experiences on
the Web. "The standards are there. Is it because people feel queasy
about
3-D?" he said.'
Good question.
------------------------------------------------------------------------
-
Tony Parisi 415-648-1739
vox
President 415-902-8002
cel
Media Machines, Inc.
tparisi@mediamachines.com
Real-Time 3D Communication
http://www.mediamachines.com
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How I wish I could enumerate PI easily
3. 1 4 1 5 9 2 6
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My live Journal page http://www.livejournal.com/users/miriam_e/
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