[x3d-public] Mantis issue 976: Implicit fields in ClassicVRMLencoding

John Carlson yottzumm at gmail.com
Fri Oct 27 10:26:05 PDT 2017


I'd actually celebrate XSLT code written in VRML.  It would show off VRML's
declarative power.

John

On Oct 27, 2017 1:19 PM, "John Carlson" <yottzumm at gmail.com> wrote:

> I'm all for pushing Script nodes in VRML to the limit.   I think this has
> been underemphasized.
>
> I just prefer a declarative structure that's been generalized to more than
> 3D graphics.   I know it's possible for VRML or an extension to do
> this...when?  Can we see practical examples of VRML that do something like
> XSLT, with the appropriate engine?  Or attempts to?
>
> John
>
> John
>
> On Oct 27, 2017 12:44 PM, "John Carlson" <yottzumm at gmail.com> wrote:
>
>> What I'd recommend is creating a more general programming language that
>> uses Classic VRML as it's primary data structuring language.  For example,
>> write the X3D Schema and X3D Object Model in VRML. Has this been done?
>>
>> Good luck!
>>
>> John
>>
>> On Oct 26, 2017 11:17 AM, "John Carlson" <yottzumm at gmail.com> wrote:
>>
>>> >I hope you don't mean that the classical encoding is abandoned.
>>>
>>>
>>>
>>> Not at all, it just seems like we’re moving in the direction where the
>>> scenegraph is manipulatable in JavaScript, with DOM or pure JS (proxies).
>>>
>>> Yes, it does go against the declarative grain.  If X3D had a random
>>> number interpolator or sensor, I’d have a lot less use for scripts.  I do a
>>> lot of by hand coding too, but I have used PlayCanvas and Blender in the
>>> context of models.
>>>
>>>
>>>
>>> John
>>>
>>
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