Enter X3D.

The description of a "scene", in most cases, can be trimmed down to a
description of several standard objects - spheres, cubes, cylinders,
etc. - with stretching effects applied.  Only in some few, more rare
circumstances will one need full models.

When a full model is needed, load in a full model - DAE, MD2, etc.
Otherwise, define the objects used in a compact form, and let them get
built at runtime by the renderer.  You'll still need to provide images
as textures or extrusions in some cases, but this is little different
(from a networking standpoint) from an HTML page containing inline
images.

The trick will be to get those things made available on web sites in
the way that HTML is currently made available (which Flash does
support), rather than single, monolithic SWFs (which Flash developers
seem to still like to use).

All we have to do is make it easy for Flash developers to work this
way, preferably from early on - before old habits enter into this new
world - and I /suspect/ many will do so.  But that's just my non-
profit history talking.

I think if we treat it as a cultural issue, rather than a technical
issue, then change will occur.  And this cultural issue will probably
be addressed regardless, because sysadmins and network admins are
going to be involved in it, in the same way they're currently involved
in putting HTML on the network.  The sysadmin/netadmin culture is to
"trim it down, trim it down, trim it down" ... an excellent
counterpoint to a graphic designer, if we make it easy for them to
work in harmony.

- Bibek


On Oct 26, 10:17 am, Nicholas McClay <[email protected]> wrote:
> All very exciting can't wait to try this out with away3D.  The concern for
> me about the MAX racer demo as an online experience isn't the performance so
> much as how long it will take to download those assets.  A ten-to-hundered
> times increase in the number of polygons pushed can also mean an equivalent
> amount of download time to pull down those assets.  We'll definitely see
> huge performance increases with the 3D asset densities we are currently
> seeing, but there will still be lots of networking limitations for
> downloading complex 3D worlds.

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