Agree. I would think that rendering should happen on the client using its CPU/graphics card - otherwise it will be hard for server to render 20-30 user's environments at the same time. If there is any code to look at, it would be a great help.
I am not sure if the communications server-client necessary involves serializing the objects in the scene graph ? Do we need to ship the whole scene graph to every client every time it changes - what kind of performance do you get ? I am not sure what the size (in Kbytes/MBs) is of my scene graph - and how to find that out ... Thanks! Zoran ----- Original Message ----- From: "Andreas Jerke" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, September 04, 2002 3:14 PM Subject: Re: [JAVA3D] Client-server model of J3D > Hi Zoran, > > I think you don't want to write a tool which performs all rendering > on the server side. I think you only need a server, which will notify > all clients every time one client moves an object etc. > The server side is simple, just a type of chat server. > On the client side you need to create a socket. Your behavior > will send a message over the net which contains object id and the new > position (rotation, scale etc) every time the object changes. > Every client has got its own SceneGraph, but this SceneGraph is always > up to date with the SceneGraph of all other clients. > Perhaps I could post some code snippets in 3-4 weeks. > > > -----Original Message----- > From: Discussion list for Java 3D API > [mailto:[EMAIL PROTECTED]] On Behalf Of Zoran Krunic > Sent: Samstag, 31. August 2002 23:19 > To: [EMAIL PROTECTED] > Subject: [JAVA3D] Client-server model of J3D > > > > Hi there! > > I would like to know if there is any experience/documentation about > splitting > the J3D application into the server and client-side. I would like to > run the main > processing/scene-graph updating engine, that also includes the > database > access, on the main WEB server, while only the rendering of the > updated frames > is done at the client ( in the applet). Is there a way to do that ? > Does it require > customizing the J3D source? This could also lead to multi-user > sharing of the > same database, kind of like multiplayer game, although in this case > it is not a > game, but rather database-related software. Currently (the raw > prototype) of the > software does all of the scene updates in the behavior code, > including the pick-related > actions. As those get more complicated, the frame rate would drop, > unless done in the > background. There is no problem with waiting few frames for main > action to post > the results on the screen, but the resources needed to do so may not > be easily > available on the client. Also the amount of data coming from the > database would stay > at the server side and update the scene there rather than travel > across the WEB to the > client to update the frames. Finally shared viewing of the scene > would be much easier > synchronized this way. > > Thanks in advance for any help! > > Zoran > > =========================================================================== > 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". =========================================================================== 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".
