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[x3d-public] Re: [www-vrml] Why X3D Looks Better and Better
- To: "Paul Aslin" <fabricatorgeneral@yahoo.com>, <www-vrml@web3d.org>, <x3d-public@web3d.org>
- Subject: [x3d-public] Re: [www-vrml] Why X3D Looks Better and Better
- From: "Joe D Williams" <joedwil@earthlink.net>
- Date: Thu, 7 Dec 2006 17:33:28 -0800
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- References: <20061207234417.95872.qmail@web56411.mail.re3.yahoo.com>
- Sender: owner-x3d-public@web3d.org
Joe read my post again, notice the word 'simulation'.
The fact remains you can put the 'simulation' logic either
inside or outside the scene.
And
SAI is a client side architecture so your reply means
nothing.
The SAI allows an external host to control the scene
in the same way with the same detail as it might be
done by an 'internal' script.
So, you could use X3D in an application where internal
scripts or automation is not allowed, then do everything
from the outside.
AJAX is just a way of getting dynamic updates from
the server it is not a way of offloading the scripting part
of X3D.
Call it what you will. The 'scripting part' of X3D can either be
internal or external. An event sent to a node can be applied the
same regardless if it originates inside or ouside.
At this time, X3D standards do not require Ajax functionality.
There are some other ways to request and get data into the
scene. Hopefully we will see standardized Ajax added to the
browser through current Network node investigations.
Notice that in the Ajax examples, Ajax is only used to
go out and get some data. Study how the SAI architecture
gets used outside the scene out there in the DOM.
That is the power of the SAI, The big difference is that
from the 'inside' you've already got the Browser.
From the outside, you must request it first.
Secondlife also support xml streams but its mostly
used for data streams, instead of offloading work from the
SL servers.
So maybe those streams can be standardized, or exchanged
for internal client scripts if security was handled.
Maybe some of the incoming/ougoing streams are
nodes and fields that could be updated in the same way if
the stream was generated internal to the scene.
still run, but on far fewer CPU cycles.
The major cycles are wasted due to security precautions
(like limiting scripting in the local client). Lots of others just
relatively wasted because they used what they could at
the time and some ways are better now. Of course
a realistic simulator must run at 100% at all times.
Otherwise a tic might be missed. No napping allowed.
Thanks and Best Regards,
Joe
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