[vos-d] parameterized views
S Mattison
s.mattison at gmail.com
Tue Dec 12 13:27:15 EST 2006
I'm not sure if my view of this topic is correct. By 'views', do you mean
the server controls how the client's camera should act within that world?
This makes sense. Even if you are doing a "straightforward world
connection".
In a world like Counterstrike, you are placed into a 'free 3d-watch' camera
view, a first-person, no-avatar view, where you may view the map at your
leisure. Of course, on connect the server also initiates a 2d menu, giving
you your options as to which team you wish to join. (While I do think it
would be nice for VOS to support widgets such as buttons and pulldown menus,
it's certainly not a priority)
-Steve
On 12/12/06, Reed Hedges <reed at interreality.org> wrote:
>
> Peter Amstutz wrote:
> > I'm not really comfortable with using the access control system for
> > this, though, since security policies (or capabilities!) define what you
> > *can't* see, whereas a view filters out what you *don't want* to see.
> > Access control is also a very blunt instrument, since you now don't know
>
> Yes, I was thinking of something similar but seperate.
>
> >
> > I think the problem we're really trying to solve, the "parameters" in a
> > parameterized view, is having a context or environment that modifies the
> > results of an action.
>
> Hmm, so message fields or pass a reference to a view object? I like the
> latter.
>
> We also don't want to require views, for simple situations you should be
> able to just do the straightforward world connection.
>
> On the other hand, the view concept ought to be generic so it can be
> adapted to other apps than just 3d...
>
> Will try to think more about it...
>
> Reed
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