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<body style="overflow-wrap:break-word; word-break: break-word;"><div class="mail_android_message" style="line-height: 1; padding: 0.5em">And we had already enough discussions about "DIS vs. NSN".<br/><br/>I would say, for the time being we should prefer DIS, because the protocol is ready defined and gurantees interoperabiliy among different Web3D browsers.<br/><br/>The NSN might be "something for the future".<br/><br/>--<br/>Diese Nachricht wurde von meinem Android Mobiltelefon mit GMX Mail gesendet.</div><div class="mail_android_quote" style="line-height: 1; padding: 0.3em"><html><body>Am 03.06.23, 19:24 schrieb Christoph Valentin <christoph.valentin@gmx.at>:</body></html><blockquote class="gmail_quote" style="margin: 0.8ex 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
maybe it's not a decision of either/or.
<br>
<br>
<br> maybe we need to support all three options, depending on the actual use case
<br>
<br>
<br>
<br> Gesendet: Samstag, 03. Juni 2023 um 18:52 Uhr
<br> Von: "GPU Group" <gpugroup@gmail.com>
<br> An: "Christoph Valentin" <christoph.valentin@gmx.at>
<br> Cc: "X3D Graphics public mailing list" <x3d-public@web3d.org>, "Kevin" <klw71@yahoo.com>
<br> Betreff: Re: [x3d-public] Metaverse > Multiuser web3d-browser > how sync state?
<br>
<br> Thanks Christoph. I'll review DIS. (FreeWRL has DIS component). I seem to remember DIS being a bit bureaucratic.
<br>
<br>
<br> On Sat, Jun 3, 2023 at 9:55 AM Christoph Valentin <christoph.valentin@gmx.at[mailto:christoph.valentin@gmx.at]> wrote:
<br>
<br> Hi Doug,
<br>
<br> Imho, the scene author should be involved in the decision, whether a scene will be "multiuser-capable" or not.
<br>
<br> Why? See a) to c)
<br>
<br> a) Theoretically, there might be the possibility of a "browser intrinsic" multiuser capability, as you describe it below - when multiuser function is defined for each and every sensor node and some "MU infrastructure" is defined by the X3D standard, but I guess, nobody has ever tried this (am I right?)
<br>
<br> Getting back to your question: imho, it *could* work
<br>
<br> b) as far as i know, DIS is well-known by scene authors, however the NSN (network sensor node) might be a similar approach
<br>
<br> I.e. -> the scene author has to care for synchronization of each and every entity/state
<br>
<br> c) one could "wrap" the DIS/NSN functions with their own nodes, providing a "framework" of more specialized functions, like
<br>
<br> - engine
<br> - steering
<br> - jet engine
<br> - and so on
<br>
<br> Thus, the model author would just "equip" their models with some "functionality" and need not think about "MU yes or no" in detail.
<br>
<br> Just my 2 cent
<br>
<br> Kr,
<br> CP/V
<br>
<br> --
<br> Diese Nachricht wurde von meinem Android Mobiltelefon mit GMX Mail gesendet.
<br> Am 03.06.23, 17:07 schrieb GPU Group <gpugroup@gmail.com[mailto:gpugroup@gmail.com]>:
<br> 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.
<br> 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.
<br>
<br> Would that work?
<br> -Doug
<br>
<br> On Sat, Jun 3, 2023 at 8:03 AM GPU Group <gpugroup@gmail.com[mailto:gpugroup@gmail.com][mailto:gpugroup@gmail.com[mailto:gpugroup@gmail.com]]> wrote:
<br> 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?
<br> Does anyone have their web3d browser working as multi-user?
<br> Is/are there a/some convenient choke-point/s to catch and distribute state changes?
<br> Thanks,
<br> Doug
<br> 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.
<br> DIS component is more intrusive / works on specific scene content / not general, (but has detailed peer2peer connectivity design).
<br> Web3d browsers have been traditionally designed around single user. How hard is it to change them to multi-user?
<br>
<br>
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