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RE: [x3d-public] Shaders and Triangles: was dedicated working-group focus on X3D interoperability



You can’t trade quality for volume.   That’s the mistake the MBAs make first.   You can’t get better out of more (More people thrown at a problem won’t fix it and more people in a process won’t make it faster).

 

Yes, it should be possible to get more builders involved, but really, you need better builders too and they won’t accept HTML Without CSS.  The lesson there was hard for the first web community to learn.   In graphics, it is doubly important.   The things that will make more average Joe’s visit X3D VR worlds won’t be whether there are triangles or not: it will be how engaging the worlds are and how often when they come back do they get something new.   There are opposing forces in that, but making it so easy that anyone can do it is not of necessity the sweet spot.  It is making is easy enough so that those who learn to do it can do it efficiently.

 

The entrepreneurs who get rich are the ones who do what the ones who didn’t wouldn’t.  No free lunch.

 

People like me are the proof that VRML X3D is in the sweet spot of the learning curve.  The discussions we are having now are proof that more needs to be done to align the output of the tools so that as we go up the learning curve into more complex content, we don’t get bogged down and lose momentum fixing mistakes that the tools can protect us from or can tell us about.  Or don’t so we’ll know we are making them before we release.

 

len