[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [www-vrml] Tim BL Is Baffled, Too



Tony Parisi wrote:
Second, there is a fallacy here about process. To think that hundreds of
users, authors and students you cite can *design a system* together is quite
naïve. It just doesn't work that way. The broader group can be deeply
involved in defining requirements and reviewing designs all throughout the
process, but the actual design can only be done by a *very small* group. In
a perfect world, that's 1-5 people. With working groups and open process, it
tends to be double that size. But beyond size, that the process simply
becomes unmanageable.

I've seen good results in larger groups, but I think they had a very strong architectural foundation. The OpenGL process and OpenES process both seem to incorporate more contributors then X3D with good results. We are moving towards this model. At the beginnings of the X3D effort I felt excluded, but that was back in 98-99 when one company was basically going to design the whole thing. Today we have about 10 active contributors on a weekly basis. If we can move that 20-30 then we have the foundation to really answer some problems.

One area I'd like to move towards is a more implement before spec procedure. In the early days of VRML it was not very possible for a non-browser implementor to propose a new node/feature. Without a codebase to prototype from your really shooting blind.

The advent of several open source codes has made it possible for any programmer to prototype a feature. Its not easy, but its doable. I'd like to see us move towards a system where prototype implementations of a new feature are shown to the X3D group for possible inclusion. Right now we've been tracking a bit farther ahead, ie needing 2 implementations by ISO approval time.

I feel we have crossed the line in terms of offering modern graphics capabilities in an open standard. The graphics features in ammendment 1, Shaders and Advanced Textures bring X3D content authors comparable functionality to a game engine. How quickly solid implementations come about will determine how far behind state of the art we are in practice.

My rambling point is I believe we can take an open standard and keep pace with current technology. Its definately more work to document and debate but we get a better solution out of it.

I encourage you to read the proposals we've put together as proposed extensions to X3D. These proposals represent various starting points for features people have asked for in VRML/X3D. I should acknowledge that a lot of the work on this page is not just Xj3D work, but represents concepts and contributions from a wide range of the community which we are trying to document and move forward:

http://www.xj3d.org/extensions/index.html

--
Alan Hudson
President: Yumetech, Inc.                              www.yumetech.com/
Web3D Open Source Chair         www.web3d.org/x3d/workgroups/source.html
-------------------------------------------------------------------------
for list subscription/unsubscription,
go to http://www.web3d.org/cgi-bin/public_list_signup/lwgate/listsavail.html