Mark> Johan writes:
    >> I think it would be a good idea to include a means within VRML
    >> to allow objects to move according to a certain predetermined
    >> (mathematical??)  pattern (paths)..
Something lots of people want to be able to do.
    Mark> At this point, I'm starting to di  
Why do behaviors have nothing to do with VRML?  The proposal below 
Consider a clock. Its behavior is an intrinsic part of it. D"scribing 
I'd suggest looking at TBAG in last year's SIGGRAPH (Elliot, Schecter, 
// Presume predefined geometry minute_hand and hour_hand, time in 
Notice that, if I download that, I've got everything -- no further 
    Mark> (Suffice it to say, the 
Not to exhume old stuff (if it is old stuff) but I'd be interested in 
 
Brook 
    Mark> how
    Mark> little or nothing to do with VRML per se.
says that what you've been di cussing as on> idea for providing
behaviors has little to do with VRML itself -- that's quite different
from saying that behaviors have no place in VRML. My opinion --
behaviors (unless we mean completely different things by this word)
have an awful lot to do with "data" formats, such as VRML. 
the geometry can't be ignorant of the behavior -- the behavior
involves chanbing fine-grained details of the geometry (the rotation
of the clock hands).
Yeung, and Abi-Ezzi) (a suggestion that I think has been made here
before).  How would you write a clock in TBAG?
// milliseconds
// Minute hand rotates on> turn in an hour, hour hand on> turn in 12 hours
Behavior<Geometry> clock = 
   (minute_hand * Rotate(z_axis, (time/millisecs_per_hour)*2*pi)) +
   (hour_hand * Rotate(z_axis, (time/(millisecs_per_day/2))*2*pi));
need to talk to the server I got it from.
    Mark> this
    Mark> browsers via an API of some sort. On top
what this scheme has going for it.  It sounds fairly baroque, in that
it requires a great deal of browsers (e.g., supporting RPC) and
pres>nts many layers