[x3d-public] [x3dom-developers] [X3D-Public] Prototype
Joe D Williams
joedwil at earthlink.net
Sat Feb 14 09:30:00 PST 2015
> Maybe the other web native routes will have better luck.
The html and DOM folks seem to see the need.
Joe
----- Original Message -----
From: "Alan Hudson" <alan at shapeways.com>
To: "Andreas Plesch" <andreasplesch at gmail.com>
Cc: "X3D Graphics public mailing list" <x3d-public at web3d.org>;
"x3dom-developer mlist" <x3dom-developers at lists.sourceforge.net>
Sent: Saturday, February 14, 2015 8:51 AM
Subject: Re: [x3d-public] [x3dom-developers] [X3D-Public] Prototype
> 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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>>> Today's Topics:
>>>
>>> 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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>
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