[x3d-public] Metaverse > Multiuser web3d-browser > how sync state?
GPU Group
gpugroup at gmail.com
Sat Jun 3 08:06:02 PDT 2023
PEER-SENSOR-COMMUNICATION: for file-loaded-identical scenes, mouse and
keyboard inputs that aren't consumed locally would be caught by sensor
nodes as usual - keysensor, touchsensor, dragsensor. And these nodes would
communicate to peers directly or via server, to the same sensor in peers,
in sensor-local coordinates, and those peer sensors would act like they had
received local touches/keys . TimeSensor time would be sychronized on
startup, and left to run. Conceptually there are event source, processing,
and destination nodes, and this design would share the source-events only,
and the rest of the routing would be done on each client.
Drags and keys consumed locally for navigation would also be sent to peers
in world (or for arm motion, avatar-specific) coordinate system to move the
client-specific peer avatar.
Would that work?
-Doug
On Sat, Jun 3, 2023 at 8:03 AM GPU Group <gpugroup at gmail.com> wrote:
> Assuming there's some method to transmit efficiently, how to keep
> non-avatar states synchronized when there are timeSensors, particlePhysics,
> touch and dragSensors, scripts etc - a lot of places where states can
> change?
> Does anyone have their web3d browser working as multi-user?
> Is/are there a/some convenient choke-point/s to catch and distribute state
> changes?
> Thanks,
> Doug
> Avatar state changes seem more straightforward, with 1 avatar per
> other-user joined (and arms for 1st person avatar), easier to keep track of
> quantity.
> DIS component is more intrusive / works on specific scene content / not
> general, (but has detailed peer2peer connectivity design).
> Web3d browsers have been traditionally designed around single user. How
> hard is it to change them to multi-user?
>
>
>
>
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