Many thanks here. How is the performance? Say, has anyone ever heard of or tinkered with WildTangent�s Web Driver? I'm curious what some of the folks here might think of it. It uses directX and proprietary engine/compression techniques, adjust to the users bandwidth, special caching features for smooth play, etc. It's free, but there's licensing for commercial use. (note: i'm not plugging; no affiliation whatever). They claim you can use it with Java. Might be worth looking into.
http://www.wildtangent.com/ also, at http://www.wildtangent.com/candy/webdriver.html Key Features: Utilizes Microsoft DirectX and WildTangent's proprietary engine for hardware or software acceleration of 3D, 2D and sound. Offers comprehensive multimedia compression for 3D geometry, sound, textures and bitmaps. Provides fast downloads of content while giving more powerful computer processors and hardware the opportunity to demonstrate its ability to decompress files more efficiently. Supports COM based access to the engine's APIs. Develop content for Web integration using JavaScript, VBScript, and Java Software rendering, polygon and bounding box collision detection, mouse and keyboard event capture, weighted vertex skeletal animation Full Screen mode Joystick control and other input devices WildTangent's Visualizer object captures frequency data from music, and ties it to graphics Ambient, point, spot and directional lighting Developers and end users are not limited to Web pages for enjoying the advantages of WildTangent technology. Optimization is found in both codecs and low level transforms, enhancing all areas of the application and associated tools. ~Verdius --- Mojtaba Hosseini <[EMAIL PROTECTED]> wrote: > Hello, > As was already mentioned, the issue of multi-user > worlds is a large > issue but there are some basic ideas that can get > simple games under > way. In case of sharing movements (translation and > rotation), a simple > multicast/unicast of the new positions will do. > Obviously this is not a > scalable system but you can use it to share the > movements of cubes being > moved on remote computers. > If you are looking into streaming the 3D content > itself as well as > sharing more complex messages then you have a big > project on your hand. > We have been developing an MPEG-4 based solution to > this that uses > Java3D for rendering. Our Java based MPEG-4 codec > can be used to encode > updates in a scene (such as movement of objects) > that can then be > transmitted over the network (using either TCP/IP or > UPD multicast) and > decoded on the receiving terminal and displayed in > Java3D. The Java > source code is available to all those who want to > use it for research > purposes (and not a commercial application) so if > you are thinking of > developing a multiplayer game, it might serve as a > possible starting > point. You would still have to figure out issues > such as: > network architecture (client-server or peer to peer) > transport protocol (TCP or UDP) > consistency > ownership > etc > I hope this has been helpful. > > > Mojtaba > > =========================================================================== > To unsubscribe, send email to [EMAIL PROTECTED] > and include in the body > of the message "signoff JAVA3D-INTEREST". For > general help, send email to > [EMAIL PROTECTED] and include in the body of the > message "help". __________________________________________________ Do You Yahoo!? Yahoo! Sports - Coverage of the 2002 Olympic Games http://sports.yahoo.com =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
