[vos-d] parameterized views

Peter Amstutz tetron at interreality.org
Mon Dec 4 11:31:37 EST 2006


A few thoughts --

One of the basic principals behind VOS is merging declarative, 
data-driving programming with imperative object oriented programming.  
As you noticed, it's a difficult balance to strike, since there is 
usually going to be some logic or data on the server side that is opaque 
to the client (in the case of games this is deliberate and necessary).  

Our starting position in terms of design is from a completely 
transparent/completely shared world.  Experience has shown this has some 
scaling problems and makes certain things difficult or impossible, so 
the goal is carefully introduce concepts that selectively modify/narrow 
the scope of what is given to the client.

Animation is something where the client would download the whole thing 
and run it locally, so the animation information must be entirely 
transparent and declarative -- but is still parameterized by time.  
Downloading the entire animation means iterating over and downloading 
all the keyframes.

[   Peter Amstutz  ][ tetron at interreality.org ][ peter.amstutz at gdit.com ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.org ]
[ http://interreality.org/~tetron ][ pgpkey:  pgpkeys.mit.edu  18C21DF7 ]

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