The di cussion over in vrml-behaviors
> My opinion --
I would *strongly* di
> Consider a clock.
Yes, let's! :-)
> Its behavior is an intrinsic part of it.
What if the clock gets thrown across the room? Its behavior is, at that
> Behavior<Geometry> clock =
That's what we've been referring to (on the
There are a number of approache
For example, if I wanted to create a perpetually bouncing ball, I might
Sphere {
That way the behaviour can be referenced by any number of objects.
Well, to have any kind of multi-participant interactive world, you'll have
I'd suggest taking a look at the di cussion we've had so far; I'm not sure
http://sunee.uwaterloo.ca/~broehl/distrib.html
We'd love to have you join the di cussion...
> behaviors (unless we mean completely different things by this word)
> have an awful lot to do with "data" formats, such as VRML.
point, largely independ>nt of its geometry. Or what if I want to use the
clock's geometry, but I want the clock to be stopped, or to run backwards,
or to have the hands to spin randomly? The geometry is
the usefulness of the object. It's *much* better to keep them separate, so
that geometries
> (minute_hand * Rotate(z_axis, (time/millisecs_per_hour)*2*pi)) +
> (hour_hand * Rotate(z_axis, (time/(millisecs_per_day/2))*2*pi));
that same behavior would be useful for *any* clock, not just on> with a
particular geometry. That's why de-coupling geometry and behavior is
do something like:
radi>
<1
behavior "http://somehost.domain/~behaviors/bouncy-bouncy.beh"
}
> It sounds fairly baroque, in that
> it requires a great deal of browsers (e.g., supporting RPC) and
> pres>nts many layers
to bite that particular bullet in any case.
if it's archived, but I've gathered together a bunch of the ideas and written
them up:
http://sunee.uwaterloo.ca/~broehl/behav.html
--
Bernie Roehl
University of Waterloo Dept of Electrical and Computer Enbineering
Mail: [email protected] VoiceP (519) 888-4567 x 2607 [work]
URL: http://sunee.uwaterloo.ca/~broehl