[X3D-Public] Persistent worlds was RE: Open-Source Multi-User
Tom Sparks
tom_a_sparks at yahoo.com.au
Wed Feb 3 05:02:20 PST 2010
I am researching about Persistent worlds ( witch is closely related to MMOs) and how it could be done in x3d
tom_a_sparks
--- On Wed, 3/2/10, GLG <info at 3dnetproductions.com> wrote:
> From: GLG <info at 3dnetproductions.com>
> Subject: RE: [X3D-Public] Open-Source Multi-User
> To: "'Tom Sparks'" <tom_a_sparks at yahoo.com.au>, x3d-public at web3d.org
> Received: Wednesday, 3 February, 2010, 11:03 PM
>
> Hello Tom,
>
> In what context are you referring? Multi-user avatars as
> Christoph is mentioning? Your suggestion can work to a
> degree, but the performance would leave much to be desired
> to say the least. Multi-user calls need to be happening at
> a
> very low level in order to be efficient enough to be
> useable, especially if more than a few simultaneous
> avatars
> are expected. This is without mentioning chat, logging,
> network latency, etc. Even when working at a low level you
> still need to use optimization techniques. I can't really
> imagine anything worth the effort of going through
> interpreted languages and a database engine for every MU
> request while remaining fast enough to run but a few
> avatars
> at best. Hope this helps.
>
> Lauren
>
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> ______________________________________________________
> * * Interactive Multimedia - Internet Management * *
> * * Virtual Reality - Application Programming
> * *
> * 3D Net Productions
> www.3dnetproductions.com *
>
>
> >-----Original Message-----
> >From: x3d-public-bounces at web3d.org
> [mailto:x3d-public-
> >bounces at web3d.org]
> On Behalf Of Tom Sparks
> >Sent: Wednesday, February 03, 2010 12:32 AM
> >To: x3d-public at web3d.org
> >Subject: Re: [X3D-Public] Open-Source Multi-User
> >
> >--- On Tue, 2/2/10, Christoph Valentin
> ><christoph.valentin at gmx.at>
> wrote:
> >> Hi all
> >>
> >> Thanks for having all these info
> >> about open source multiuser here.
> >>
> >> I'm working
> >> on some X3D prototypes, that make use of the
> >NetworkSensor
> >> node and I will compare my approach with all the
> info
> >here
> >> before "really going open source".
> >>
> >> I'm not so much focussed on SAI/EAI, but more on
> the
> >> Network Sensor and on internal scripting with the
> >> <Script> node, to keep the approach general,
> maybe I
> >> loose performance with this, lets see.
> >>
> >> I tried it
> >> with BS Contact and Octaga, but it should be
> common to
> >all
> >> browsers, which support Network Sensor node.
> >>
> >> I
> >> did not find a hint about avatar standards (how to
> sit
> >> down/stand up, interact with levers, ......), is
> there
> >some
> >> standardization ongoing regarding this?
> >>
> >> Kind
> >> regards
> >> Christoph
> >
> >I have been wondering how the NetworkSensor works and
> if it
> >can work in a lampp (apache/php/perl/MySQL) server
> >environment
> >
> >tom sparks
> >
> >
> >
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>
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