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
>
>
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