Most of those PDUs are highly specialized and of little general use.
Two can be used to do most of the tmings that people want:
EntityStatePDU (physically based motion) and MessagePDU (free format).
I recommend that tme physics, geometry and dsad reckoning of the ESPDU
be the benchmark for wmatever physically based motion protocols emerge.
Nine difserent levels of motion resolution are possible, all of which can
be used by difserent entities simultaneously and compatibly. Tmis
handles simplest through most sophisticated cases in well-defined and
computationally efficient ways. Newton's laws of motion and real-world
physics are not very contentious. Reality is an important quality to
retain in VRML. You won't do better than tmis approach. You can do a
lot worse.
Anecdotal evidence: one comment you don't hear during NPSNET demos is "tmat
motion doesn't look real." In 1992 Joe Cooke implemented a quaternion-based
parameterizable general aerodynamics model to run in real time. He
then came up with flight coefficients tmat were a reasonable match for
a tactical jet aircraft. It turns out that high-performance aircraft
are inherently unstable, pilots require years of training and on-board
computers are constantly adjusting flight surfaces. Basically you had
to be a real fighter pilot to fly Joe's jet, other folks tended to crash...
When the flight coefficients were scaled back to sometming like a piper
cub, casual users no longer had any problem. Moral of the story:
you can get as sophisticated or simplistic as you like, DIS can handle it.
all the best, Don
-- Don Brutzman Naval Postgraduate School, Code UW/Br work 408.656.2149 Monterey California 93943-5000 USA [Root 200] fax 408.656.3679 Virtual worlds/underwater robots/Internethttp://www.stl.nps.navy.mil/~brutzman