[X3D-Public] XMPP or not XMPP
Christoph Valentin
christoph.valentin at gmx.at
Fri Sep 3 09:48:55 PDT 2010
Sorry, I don't know........
>
> -------- Original-Nachricht --------
> Datum: Fri, 3 Sep 2010 15:22:00 +0200
> Von: Sven-Erik Tiberg <Sven-Erik.Tiberg at ltu.se>
> An: "'Christoph Valentin'" <christoph.valentin at gmx.at>
> CC: "x3d-public at web3d.org" <x3d-public at web3d.org>, Tom Sparks
> <tom_a_sparks at yahoo.com.au>
> Betreff: RE: [X3D-Public] XMPP or not XMPP
>
> Hi Christoph About a dispatcher, do you think
> that ejabberd http://www.ejabberd.im/ could be usefull?
> On the issue "only local on the mashine" my thought was to have a
> local grapical displayer of a simulation and a physical engine on the
> same mashine. Graphical display ( and interaction ) would be
> any X3D browser and physical engine could be a model running in a
> simulation engine. Anyone knowing if this could be done with
> AJAX or XMPP/jabber?
> /Sven-Erik From: Christoph Valentin
> [mailto:christoph.valentin at gmx.at]
> Sent: den 2 september 2010 18:17
> To: Sven-Erik Tiberg
> Cc: x3d-public at web3d.org; Tom Sparks
> Subject: Re: [X3D-Public] XMPP or not XMPP
>
> Hi Sven-Erik
>
> Don't know much about simulation engines, but maybe can contribute "my
> two cent".
>
> > The intention are to use the same script for all transfere of
> states over the network or only local in the mashine.
>
> If you use TCP/IP for transmission, and if you assume an IP stack always
> being present, you can delegate the "local/remote" decision to the IP
> stack. Use "localhost"/127.0.0.1 as destination address and the "short
> cut" will be done by the IP stack (saving development effort on the cost
> of some additional computational overhead, keeping scripts simple).
> I had a similar problem in the "SrrTrains" project, where I rely on the
> "EventStreamSensor" / "NetworkSensor" and I aimed to support
> single-player-mode without(!) collaboration server. Unfortunately,
> "EventStreamSensor"/"NetworkSensor" don't support "single-player-mode
> without collaboration server", but only "single-player-mode with
> collaboration server" (which is nothing else than a multi-player
> session, that hosts only one user accidentally). I had to implement some
> if()s to bypass "EventStreamSensor"/"NetworkSensor" in case of
> single-player-mode.
>
> > Primarily I'v taken the example to have a MU 3D space with many 3D
> clients and one or more servers. Secondly one computer hosting
> both a 3D Browser and a simulation/animation engine.
> So you have an m:n relationship between clients and servers. I assume,
> that servers will not be added or removed frequently, unless you add or
> remove models dynamically.
>
> Starting up and terminating clients will change the communication
> relations on the other hand, you will have to update all servers to tell
> them, to which addresses the states will have to be distributed.
>
> What about having a dispatcher in between, such that you have:
> m clients --- 1 dispatcher ---
> n servers
>
> Kind regards
> Christoph
>
> >
> > -------- Original-Nachricht --------
> > Datum: Thu, 2 Sep 2010 04:53:26 -0700 (PDT)
> > Von: Tom Sparks <tom_a_sparks at yahoo.com.au>
> > An: 'Christoph Valentin' <christoph.valentin at gmx.at>, Sven-Erik
> > Tiberg <Sven-Erik.Tiberg at ltu.se>
> > CC: "x3d-public at web3d.org" <x3d-public at web3d.org>
> > Betreff: Re: [X3D-Public] XMPP or not XMPP
> >
> >
> > --- On Thu, 2/9/10,
> > Sven-Erik Tiberg <Sven-Erik.Tiberg at ltu.se> wrote:
> >
> > >
> > > From: Sven-Erik Tiberg <Sven-Erik.Tiberg at ltu.se>
> > > Subject: Re: [X3D-Public] XMPP or not XMPP
> > > To: "'Christoph Valentin'" <christoph.valentin at gmx.at>
> > > Cc: "x3d-public at web3d.org" <x3d-public at web3d.org>
> > > Received: Thursday, 2 September, 2010, 9:28 PM
> > >
> > > Hi Christioph
> > > The intention are to use the
> > > same script for all transfere of states over the network
> > > or only local in the mashine. If
> > > local the script would transfere states between a
> > > X3Dbrowser and a simulation/animation engine on the same
> > > computer. If MU the script will transfer states
> > > over the network to either another or many X3Dbrowser or
> > > / and one or more simulation/animation engine on one or
> > > many servers. Primarily I'v
> > > taken the example to have a MU 3D space with many 3D
> > > clients and one or more servers.
> > > Secondly one computer hosting both a 3D Browser and a
> > > simulation/animation engine.
> > > If it's possible to use js or ajax as a network extension
> > > to any 3D Browser I will get a cace and celibrate with my
> > > collegues. A dinner when we got the MU
> > > running and guess what when we got a MU with simulation engines
> > > runing. :)
> > > /Sven-Erik
> > there is a catch in
> > simulation/animation engine that are server side
> > you'll need to use something like Discrete Event Simulation
> > (http://www.cs.brown.edu/~scd/world/sim.html)
> >
> > tom
> >
> >
> >
>
>
>
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