Objects within a server are referenced by a relative address - but objects
anywhere in the "world" can be referenced by specifying the server and the
address within the server.
This way, a scene could be built up using objects that live in any number of
servers - just as a Web page can be built using resources from anywhere on
the WWW.
In this case, when an object is "subscibed(?)" to by a browser, the server
becomes "aware" of it and can send future updates when aspects of the object
change.
How can this possibly work with vrml? Hmm....
To add maximum flexibility, clients should be able to "subscribe" at
different levels. If they enter a room, suddenly they are subscribed to all
the objects in the room. If they wish to import a complex virtual object
from a room into a scene, they just subscribe to that object within the scene.
Could this be done by attaching a list of subscribers to a seperator?
The subscription woul dapply to all the objects "below" the seperator.
This would give great flexibility - the ability to get updates on a sub-tree
within an object hierachy.
Also, servers could be browsers also - propagating objects throughout
whatever virtual worlds people create.
This could work in conjuction with an absolute co-ordinates system. There
would be a distinction between a "real" object on its home server, and
copies of it propagated to other servers.
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Will we see wars over who "owns" (0,0,0)? A HUGE Coke sign perhaps?
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Sean Riley Phone:(510) 869-6372
Illustra Information Technologies Email: [email protected]
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"Just because I don't care doesn't mean I don't understand", Homer Simspon