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

Tony Parisi tparisi at gmail.com
Mon Feb 16 11:31:43 PST 2015


Yep except because of browser element naming, you would need to say
<Dave-SlidingDoor> or <MyPkg-SlidingDoor> i.e. it needs a prefix and a
dash. Other than *that* I personally think that the future is, indeed, here.


On Mon, Feb 16, 2015 at 11:26 AM, Dave A <dave at realmofconcepts.com> wrote:

>  If we can use Web Components to make something custom, like this, then
> the future has finally arrived:
>
> <SlidingDoor axis='x' opendistance='.9' opensound='open.wav'
> closesound='close.wav' activation='bump' />
>
> Where 'SlidingDoor' is a 'smart object' consisting of some geometry,
> sensor(s), audio node(s), and perhaps even some scripts.
>
>
>
> On 2/16/2015 10:37 AM, Tony Parisi wrote:
>
>   Actually, the entire point of a Web Component is to make it easy to
> instantiate custom nodes, for both programmers and non-programmers. Once a
> web component is implemented, the user simply instantiates it with a tag,
> just like any other DOM element.
>
>  Creating Web Components is a little harder than PROTOs, granted, but it's
> not too much harder. And creating PROTOs has *never* been easy for a
> novice/non-programmer. That's both because PROTOs and the Scripts that
> implement their innards have a lot of design quirks, but more so because of
> the historical interoperability issues between browser implementations.
>
>  IMO the PROTO ship sailed long ago. MNy $.02 is that if X3DOM is going to
> be relevant, it should stay away from PROTOs. Nothing but trouble there.
>
>  Tony
>
>
>
> On Mon, Feb 16, 2015 at 9:53 AM, Daniel Vera <d.a.vera at warwick.ac.uk>
> wrote:
>
>>  Are there any (even simple) practical examples on how to use
>> webcomponent to emulate proto in X3Dom?
>>
>> Also, was the purpose of PROTO in VRML to provide a simple (i.e.
>> VRML-syntax-only and accessible to non programmer) way to
>> define/instantiate custom nodes? Having to use something like web component
>> that requires additional knowledge and programming, etc, would miss the
>> point in my opinion. Does it make sense?
>>
>> Also, PROTO/EXTERNPROTOS mechanism is (with ECMA script capabilities, the
>> event model, etc.) the only thing that differentiate VRML/X3D from "mere"
>> 3D interchange formats (I am thinking JT, 3DPDF etc, which are increasingly
>> used in my field of application). Reducing X3Dom specification by not
>> implementing PROTO might contribute to mitigate this differentiator and
>> impact adoption for a certain class of users?
>>
>> Regards, Daniel
>>
>> PS: apologies for sending this to multiple mailing lists. plz let me know
>> which one this should this be mailed to.
>>
>>    Behr, Johannes <johannes.behr at igd.fraunhofer.de>
>>  15 February 2015 17:41
>>
>> Don't x3dom components solve the proto problem? I've used them and they seem a lot less obtuse than protos
>>
>>  Partially. You can use x3dom components to provide e.g. a node-library but not to declare new node types as part of your content. This is what you can do with prototypes.
>>
>> Best regards
>> Johannes
>>
>>
>>  Sent from my iPhone
>>
>> On 2015-02-14, at 15:08, David Sankel <camior at gmail.com> <camior at gmail.com> wrote:
>>
>>
>>  On Sat, Feb 14, 2015 at 9:51 AM, Alan Hudson <alan at shapeways.com> <alan at shapeways.com> wrote:
>> Not too be a hater but I don't think its a good idea to include PROTO's into X3DOM.  The VRML/X3D proto spec + scripting interactions is very hard to get cross platform.  I spent many years dealing with it and its just too much work.
>>
>> Could you elaborate on specifically where the difficulties lie?
>>
>> -- David Sankel
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>>    Alan Hudson <alan at shapeways.com>
>>  14 February 2015 16:51
>>   Not too be a hater but I don't think its a good idea to include
>> PROTO's into X3DOM.  The VRML/X3D proto spec + scripting interactions is
>> very hard to get cross platform.  I spent many years dealing with it and
>> its just too much work.  Personally I'd rather see that development time
>> spent elsewhere improving X3DOM.  It's very helpful to be able to define
>> your own vocabulary but as it stands PROTO's are not a proven cross
>> platform way to do it.  Maybe the other web native routes will have better
>> luck.
>>
>>
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>>    Andreas Plesch <andreasplesch at gmail.com>
>>  13 February 2015 20:54
>>   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
>>
>>
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>
>
> --
>
>
> Tony Parisi                             tparisi at gmail.com
>  Founder, Third Eye                http://www.thirdeye.gl/
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-- 


Tony Parisi                             tparisi at gmail.com
Founder, Third Eye                http://www.thirdeye.gl/
Follow me on Twitter!             http://twitter.com/auradeluxe
Read my blog at                     http://www.tonyparisi.com/
Learn WebGL                         http://learningwebgl.com/
Mobile                                    415.902.8002
Skype                                     auradeluxe

Read my books!


*Programming 3D Applications in HTML5 and
WebGLhttp://www.amazon.com/Programming-Applications-HTML5-WebGL-Visualization/dp/1449362966
<http://www.amazon.com/Programming-Applications-HTML5-WebGL-Visualization/dp/1449362966>WebGL,
Up and Running*
http://www.amazon.com/dp/144932357X
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