[X3D-Public] Persistent worlds was RE: Open-Source Multi-User
Russ Kinter
pyth7 at verizon.net
Wed Feb 3 09:42:05 PST 2010
Deep MatrixIP9 has persistent storage -both "populated" and "forever"
Not that this much proof of anything but if you look at my screen shots:
http://www.sevenemeraldtablets.net/DeepMatrixIP9_Screenshots/DeepMatrixIP9-d
evelopment-shots.html from the post that started the original thread there
are several shots and descriptions of the persistent storage feature -the
chess game shots and the back-pack object (purple Mobius strip)
Persistent storage was easy to do server side. Lauren is right though that
you don't want to use it for avatar movements or gestures.
> -----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 8:02 AM
> To: x3d-public at web3d.org
> Subject: [X3D-Public] Persistent worlds was RE: Open-Source Multi-User
>
> 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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