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 > > > >=========================================================================== > >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". =========================================================================== 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".
