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
>
>
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