[x3d-public] [x3dom-developers] [X3D-Public] Prototype

Behr, Johannes johannes.behr at igd.fraunhofer.de
Sun Feb 15 09:38:03 PST 2015


Hi,

we are fully aware of the current web-components standards/implementations and listed this technology already three years ago as important key-elemt for further dec3d efforts.

https://www.w3.org/community/declarative3d/2012/11/27/declarative-3d-breakout-session-at-tpac/

We even use web-components in another client projects to compose assets and pipeline stages but there is a big performance limitation with the current polyfill approaches:

http://developer.telerik.com/featured/web-components-arent-ready-production-yet/

Therefore we do not plan to reimplement X3DOM with web-components right now.

Best regards
Johannes




> On 13 Feb 2015, at 23:39, Dave A <dave at realmofconcepts.com> wrote:
> 
> Tony, that's a great suggestion! A quick googling found this: http://css-tricks.com/modular-future-web-components
> Looks like just the thing!
> 
> Dave Arendash
> 
> On 2/13/2015 2:32 PM, Tony Parisi wrote:
>> People on this thread should really be thinking about Web Components for this. It's PROTOs done the DOM way. Redesign X3DOM as web components... that's what I am doing with GLAM as we speak (though it's not in the repo yet)
>> 
>> Tony
>> 
>> 
>> On Fri, Feb 13, 2015 at 2:28 PM, Dave A <dave at realmofconcepts.com> wrote:
>> I too was dismayed at the decision not to implement protos in x3dom. The argument is that the same functionality can be attained via javascript and DOM coding. Which is true. What we lose with that though is the modularity, that is to say, having a 'smart object' all in one file. As I see it, currently, there would be a .x3d file and a .js file to go with it.
>> 
>> Perhaps if an x3d (x3dom) file can include both <x3d> section and <script> section, at least they can be packaged into the same file. I don't think that would be very hard to implement.
>> 
>> Of course, the handling of interpreting protos (fields and binding them etc) would need to be coded. Not all 'smart objects' include VRML script nodes. Yeah, the more I think of it, it would be really handy to have protos implemented in x3dom per se, rather than externally coding all that. At least for field binding.
>> 
>> Dave Arendash
>> 
>> 
>> On 2/13/2015 12:54 PM, Andreas Plesch wrote:
>>> Indeed, not having a PROTO node is a substantial lack of functionality in the x3dom code base and a loss if compared with standalone x3d browsers. At the risk of misinterpretation, to me it looks like there was conscious decision by the x3dom developers at some early point that the certainly very substantial cost of developing such functionality outweigh the expected benefits. This may have changed by now, x3dom-developers ?
>>> If not, it follows that there would be a large demand for guidance in terms of documentation, tutorials and perhaps tools on how to convert/translate PROTOs into x3dom compatible js code or custom x3dom nodes. I tried to provide some initial pointers but clearly input by the x3dom group is what is really required.
>>> -Andreas
>>> 
>>> 
>>> On Fri, Feb 13, 2015 at 3:00 PM, <x3d-public-request at web3d.org> wrote:
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>>> Today's Topics:
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>>>    1. Re: [X3D-Public] Prototype (Daniel Vera)
>>>    2.  SSR: server-side rendering (doug sanden)
>>> 
>>> 
>>> ----------------------------------------------------------------------
>>> 
>>> Message: 1
>>> Date: Fri, 13 Feb 2015 10:31:24 +0000
>>> From: Daniel Vera <d.a.vera at warwick.ac.uk>
>>> To: John Richardson <richards at spawar.navy.mil>
>>> Cc: x3d-public at web3d.org
>>> Subject: Re: [x3d-public] [X3D-Public] Prototype
>>> Message-ID: <54DDD27C.1040900 at warwick.ac.uk>
>>> Content-Type: text/plain; charset="iso-8859-1"; Format="flowed"
>>> 
>>> John,
>>> 
>>> Apologies for reviving an old thread, but in my opinion not having
>>> capability similar to VRML protos is indeed a loss of functionality;
>>> 
>>> Explanation: I am an engineer (industrial production), not a developer;
>>> VRML PROTO/EXTERNPROTO has allowed our group to build rich 3D based
>>> engineering application using VRML/javascript code only (i.e. without
>>> the need to go in the depth of coding with low level libraries etc.).
>>> 
>>> (https://www.youtube.com/user/FDSvideosFDS/videos)
>>> 
>>> Looking into Andreas links (Box.js code in particular), it seems the way
>>> to go is to define additional X3DOM nodes, but that requires
>>> understanding X3DOM code, which not every class of users wants or has
>>> time to do; In my opinion, X3DOM should match the capability provided by
>>> X3D in defining complex modelling class/object using X3D/javascript
>>> code/syntax only.
>>> 
>>> That said, I am open to additional suggestion, discussion or links to
>>> more information!
>>> 
>>> Regards, Daniel
>>> 
>>> 
>>> 
>>> _______________________________________________
>>> x3d-public mailing list
>>> 
>>> x3d-public at web3d.org
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>> 
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>> -- 
>> 
>> 
>> Tony Parisi                             tparisi at gmail.com
>> Founder, Third Eye                http://www.thirdeye.gl/
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> 
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> Follow me! @thatvrguy
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