[x3d-public] X3D minutes 6 May 2022: X3D4 endgame for ISO Draft International Standard (DIS) submission

John Carlson yottzumm at gmail.com
Mon May 9 21:57:55 PDT 2022

If you’d like to get a step ahead of me, here’s the project sample app:

One glaring missing point is lack of input on iOS.

My guess is I’ll probably be working on that first.   And I have a Oculus
(meta?) Quest 2, so i might take a peek at the XR code in X3DOM.

Having a shared XR app would be way cool!

I’ll be stepping away from JSON and C/C++/C# work in the short term to work
on multiuser/educational, iOS and XR.   These seem much more pressing for
long term success of X3D.

On Mon, May 9, 2022 at 11:37 PM John Carlson <yottzumm at gmail.com> wrote:

> I’m guessing that the Geospatial issues that are in X3D4 are things like
> an explicit “N” or absent string for Northern Hemisphere.
> I totally understand if explicit description of geoSystem does not make it
> into X3DUOM, but it probably should be explicated in X3DJSAIL as our way to
> validate X3D JSON in Java. That is, if XML Schema/Schematron and X3DUOM
> cannot help us validate geoSystem (perhaps with a regular expression), then
> i hope we can add JSON validation in X3DJSAIL, x3d.py and JSON schema.
> ===================================
> Thanks!   I’ve been taking an extended holiday and perhaps lost some of my
> drive.   My next steps will probably be multiuser settings on my shaders
> for my rhodonea.
> If someone wants to help on this project, that would be cool.  Christoph?
>   This goes along with “shared state” that is changed every once in a while
> (parameters), or as fast as one can get (for navigation).
> In other words, i expect everyone’s view to be updated at nearly the same
> time.
> I expect the coding to be done in X3DOM, since that’s what the original is
> in (for sliders).
> Multiuser libraries are up in the air.  I have experience with socket.io
> and Meteor,  but I'm pretty much open to whatever works/is performant on
> the web.
> It would also be interesting if someone has implemented gravity in a
> shader, since normals and altitudes are computed in a shader.
> Imagine for example, wandering around planet covid, with the capability to
> modify its variant.
> Fun stuff!
> John
> On Sat, May 7, 2022 at 9:53 AM Brutzman, Donald (Don) (CIV) <
> brutzman at nps.edu> wrote:
> Specification issues requiring further technical work are deferred to
> X3D4.1 (for example, remaining Geospatial issues)
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