[X3D-Public] Virtuality Uber Alles

GLG info at 3dnetproductions.com
Sat Dec 11 17:46:00 PST 2010


The X3DaemonTM Multiuser Network Server 1 

  ...turns Web3D worlds into rich multiuser chat & avatar
environments. 


Adds, removes and manages remote avatars in world.

Sends and receives remote avatars and objects position.

Sends and receives avatar gestures (waive hello, laugh, sit,
etc.).

Sends and receives object movements (open/close doors, drive
cars, etc.).

Provides integrated public textual chat and private group
service.

Supports multi-stage (game-like) worlds & content
management.

Supports seamless group-zones (move between chat groups and
worlds via teleport).

Provides live notification of user login and level
achievements via email.

Provides detailed chat logging for security and usage
review.

Works with SQL based contact management utilities for user
administration.

Works with Web3D compliant browsers (Fully tested with BS
Contact) with or without a Web browser.

Works behind firewalls and with encrypted assets (BS
Contact). 


X3Daemon.com


Try it officetowers.com 

Cheers,
Lauren

________________________________________
From: Chris Thorne [mailto:dragonmagi at gmail.com] 
Sent: Friday, December 10, 2010 10:17 PM
To: Russ Kinter
Cc: info at 3dnetproductions.com; X3D Graphics public mailing
list
Subject: Re: [X3D-Public] Virtuality Uber Alles


On 11 December 2010 09:33, Russ Kinter <pyth7 at verizon.net>
wrote:


> -----Original Message-----
> From: x3d-public-bounces at web3d.org
[mailto:x3d-public-bounces at web3d.org]
> On Behalf Of GLG
> Sent: Friday, December 10, 2010 7:38 PM
> To: 'X3D Graphics public mailing list'
> Subject: Re: [X3D-Public] Virtuality Uber Alles
>
> >When compared with the features of Second-Life/Open-Sim
or
> >Wonderland any would-be VRML/X3D MU server system faces
> >staggering odds.
>
> Hello Russ,
>
> That maybe so. It certainly 'looks' that way from a
> short-term perspective. As you know, MU servers are not
easy
> to build. But don't forget, much investment capital found
> its way to VW's. I call that the 'Virtual Worlds Bubble'.
> Let's wait until that runs out and dry. See who is still
> standing.
>
> Do you remember when proprietary systems such as AOL,
> Compuserve, countless BBS's and online business
information
> databases more or less ruled the world? Most if not all of
> them eventually fell flat and had to give way to open
> standards, with very few exceptions. I'd say that most
> popular virtual worlds today actually ARE the "would-be's"
-
> simply taking advantage of fast deployment and speed to
> market - and I fully expect them to eventually fade away,
> being replaced by open standards based worlds (such as
with
> X3D). I'm definitely not loosing any sleep over this.
Unless
> complete novice (which is the case for many users in
today's
> virtual worlds), and especially as the market matures,
> people and businesses will want to 'own' their worlds just
> like they do their Web sites today, not relegating that
kind
> of power over to any particular company. Companies have
> tried repeatedly to promote various systems and/or
> languages, but in the end, open standards win. A few, such
> as Sun Microsystems, realized the dilemma and were able to
> turn loose their IP (i.e. Java), but I doubt today's
> proprietary virtual worlds are in that position, even
though
> some are trying to do just that. Again, no lost sleep. It
> isn't really their game, historically and ultimately THEY
> are the copycats, and it is hard for copycats to succeed
in
> the long run. To each its own; X3D will never die.
>
> Cheers,
> Lauren
>
Then this format is really sunk MU wise since both Open-Sim
and Wonderland
ARE open-source. It's sunk Mafia-style with concrete boots
too because with
Open-Sim and Wonderland everything is open-source, while in
the case of
X3D/VRML MU systems Contact, Octaga Player, and Instant
Player are
proprietary. The one attempt at trying to open the MU market
for X3D has
been ham-strung by allowing the protocol for the
NetworkSensor Node to be
proprietary.
yeah pretty much agree with Russ. 
There is really no apples for apples comparison here
because, in addition to the slow/hamstrung progress with
network protocol standard support there has been nothing in
the standard development for the server side and no
consortium lead open server sdk. For the technologies to be
comparable (with SL etc) these two things would have to be
just as mature as the rest. 

That said, having a sever standard and sdk would not be that
critical if the protocol part was done well because many
things like deep matrix etc could fill that void. It does
make me cringe, though, to recall that Pesce, Kennard and
Parisi had the foresight in 1994 to attempt to get a
cyberspace protocol accepted by the w3c and the budding
virtuality industry.


chris

tc
Russ


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