Thanks much! I'll check it out.

----- Original Message -----
From: "hterrolle" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, September 04, 2002 6:14 PM
Subject: Re: [JAVA3D] Client-server model of J3D


> You can try the exemple BINGO it is not too bad to undrestand the begining
> or you can search for youbuildtVR.zip.
>
> good work .....
> -----Message d'origine-----
> De : Andreas Jerke <[EMAIL PROTECTED]>
> � : [EMAIL PROTECTED] <[EMAIL PROTECTED]>
> Date : jeudi 5 septembre 2002 00:14
> Objet : 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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> >
>
>
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