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

Joe D Williams joedwil at earthlink.net
Mon Feb 16 17:34:26 PST 2015


> is a real component sufficient  ...

>From my view the most important item of X3D Proto is that a proper 
instance is totally alive in the event system, like a native node, 
part of event cascade in the event graph.

> what kind of content people really need this parameterised deep copy
> of application data.

Overall, one of the best uses of proto is shown in introdution of 
HAnim.
This allowed most any VRML/X3D browser to produce a realistic 
resizeable model with deep parameterization and predictable animations 
from really pretty simple user code.
This also highlighted the limits of even highly scripted protos for 
realtime HAnim deformable skin and vertex displacers and even 
stiffness without deep platform support.

So, that is the main idea, like Tony said, make it easy to instantiate 
custom nodes, so we can interactivly experiment with proven existing 
features.

Thanks and Best,
Joe


----- Original Message ----- 
From: "Behr, Johannes" <johannes.behr at igd.fraunhofer.de>
To: "Alan Hudson" <alan at shapeways.com>
Cc: "Andreas Plesch" <andreasplesch at gmail.com>; "x3d-pulbic mlist"
<x3d-public at web3d.org>; "x3dom-developer mlist"
<x3dom-developers at lists.sourceforge.net>
Sent: Sunday, February 15, 2015 9:50 AM
Subject: Re: [x3d-public] [x3dom-developers] [X3D-Public] Prototype


>I totally agree. I also worked on at least three implementations and
>it's almost impossible to get the behaviour in a consistent way. The
>concept is powerful but underspecified and a beast by combining
>sub-classing and aggregation in a single construct.
>
> The questions is, for what kind of content people really need this
> parameterised deep copy of application data. Or is a real component
> sufficient.
>
> best regards,
> Johannes
>
>> 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.
>>
>> On Fri, Feb 13, 2015 at 12:54 PM, Andreas Plesch
>> <andreasplesch at gmail.com> 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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>>    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
>>
>>
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