[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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