[x3d-public] X3D doesn't need plugins, right?

John Richardson warthogale at aol.com
Thu Feb 28 09:22:24 PST 2019


Greetings and Salutations,
One other option if you are targeting a specific group that has computer savy or are not particularly lazy.....
Code in X3D and then target the visualization towards Instant Reality and View3D Scene [Castle Game Engine?]. The targeted illuminatti will have to download the viewer.
These seem to be competent, well designed and cross platform [Win/Mac/ I suspect Linux]. The navigation strategy for most of the X3D multi-verse is reasonably similar between WEB / Viewer components. The viewers are reasonably easy to download and install. The user manuals are acceptable. These seem to be the freest of the free.
This does not preclude other not quite cross platform stand alone viewers such as FreeWRL (free) and Bitmanagement's software or <insert name of Viewer here>...
John


-----Original Message-----
From: Leonard Daly <Leonard.Daly at realism.com>
To: x3d-public <x3d-public at web3d.org>
Sent: Thu, Feb 28, 2019 4:13 pm
Subject: Re: [x3d-public] X3D doesn't need plugins, right?

 On 2/28/2019 7:50 AM, iam here wrote:
  
 
 > Since then X3DOM and X_ITE were released 
  OK, so as of today,.....things just work, right? :) ie. I code X3D and it shows up in <whatever browser>?
   Well not really. You need to include the appropriate libraries and embed the X3D code into an HTML page. There are X3D nodes and constructs that are speced but do not work in X_ITE or X3DOM. Basic nodes and constructs do work, but as soon as you need to do something really useful, it will not work. The X3D Script does not exist in X3DOM, 'id' attributes are a problem in all HTML environments, and none of the libraries fully support DOM integration.
  
 -- 
  Leonard Daly
 3D Systems & Cloud Consultant
 LA ACM SIGGRAPH Past Chair
 President, Daly Realism - Creating the Future  _______________________________________________
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