I would think if you allow someone to "fly" through a room, there should
be an "allowed flight path" channel somehow designated through the room.
Kind of like the heads up display of a landing craft would show you where
as you approach the runway you have a smaller and smaller window in which
you can "safely" maneuver through.
> There are a number of things that can be done to improve the quality
> of scenes that are rendered in VRML.
>
> 1) All scenes should adhere to a standard reference model, in size
> and orientation. We already have the size (1 == 1 meter) The
> orientation can take the form of a default camera viewing
> position that you get when you open a VRML document.
>
> As Eric stated above, you should have a return to the initial
> viewpoint option in your 3d browser (we have one in GopherVR,
> very handy...)
But did you like my phrase, VR Confusion?? :)
> 2) Most displayable stuff should be kept on top of some kind of
> 'ground' plane. This gives us a place to plant our feet, so
> we're not adrift in space.
>
> It's very difficult to walk without ground beneath our feet, or a
> horizon in the distance.
>
> In fact, I think there should *always* be a ground plane of some
> sort.
There should always be a ground plane and a horizon, but I think that is
a given to simulate 3D space.
Eric Kimminau [email protected] Ford Motor Co.
(313)845-5361 "I am not an official Ford spokesperson"