ot;Re: Thoughts on 'the long view'"
These are my thoughts,
= Wordy language
Even though I do exactly 100% of all VRML by hand (or otherwise with
Perl scripts) I wouldn't say that I'm bothered with this. I don't think
this is a cause that would scare beginners off, on the contrary I belive
it helps t
Please let me know what you think.
Remember you said that Alan ;)
In a lot of respects I agree with you. I hate that I work so hard at a
product that falls so short and is viewed by so few (and who knows what it
will look like if they do see it), and has such a limited lifespan. VRML is
dead.
Bob wrote:
Just start off with
the idea in mind that you don't know what events are -- that they
*aren't* like anything you're familiar with, and you'll get it.
And then you'll get really annoyed with the people who designed it.
That event-cascade thing has some incredibly annoying side
Miriam wrote:
* I would like to see a simpler, less wordy language.
I totally agree with Cindy: the problem here is not the wordiness of the
language, it's the dearth of good authoring tools. Nobody should ever have
to write {VRML, X3D} by hand. Top creators will probably still have to
Wow - great discussions going on here, cool.
One thing I wanted to clear up was something that I guess I didn't get
across too clearly - I'm not a non-technical guy, I'm a non-bureaucratic guy -
Heck I make my living programming. When I said I get lost in the technical
jargon on the
My thoughts on the long view are this. 3D is the future of web design. It
will come to pass. I will to do my best to towards the effort to make that
happen. If this means working within the limitations of the vrml plugins,
and existing hardware, then I will do that.
The future of 3D is dependent
BTW: per Gavin's input about SVG and long view thoughts.
Just for the heck of it, go to
http://www.w3.org/TR/WD-SVG/struct.html
and see how many concepts you recognize instantly from
your work with VRML.
This may go a lot quicker than anyone thinks.
Len
It may or it may not. The big impact in the beginning will be a different
model for the style (eg, if they use CSS as they do in SVG). For story
telling the situation may be better. We've spent a lot of time trying to
figure out how we should do branching, interactivity, etc. here for
Alan wrote:
I don't exactly know the technical reasons why VRML is so much
slower to render realtime than proprietary formats in games, but you know
what - it really doesn't matter.
This has been a very difficult issue for me to accept. I know some of
the reasons VRML renders slowly,