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To: Cy who wrote (171)2/11/1999 9:32:00 PM
From: global  Read Replies (2) | Respond to of 228
 
renderware vs vrml is an apples vs oranges comparison...vrml is independent of the rendering engine, as is activeworlds. thus, many vrml implementations were USING renderware when last I checked. Non-issue in my book. When last I checked, VRML still wasn't a good solution/experience. It ain't soup yet. The WLDI approach is to optimize textures and frame rate to get it close to "movie" speed with a proprietary render...very fast.

Most renderers are too slow by a factor of 100 in my opinion. They are fundamentally flawed in that they use geometric approximations derived from polygons/angles/lines rather than going straight to modelling the world the way it is..curvy/irregular - best handled by calculus based curves and arcs. Why ain't it done w/calculus?...cause as Barbie says, "Math is Hard...let's go shopping".

Sun, Oracle, etc proposed and produced a "network workstation" that was low cost, and it was "standard". The proprietary intel architecture beat it into the ground because of USER'S needs. The greatest competition for any 3D product is 2D...the web, not VRML. 3D must provide serious value / fun that 2D cannot for it to really take off.

numbers of users, quality and utility of experience are king...not standards...standards become important when utility and quality are extant. I was one of the first users of netscape. i had no idea it was part of a "standard". I didn't care. archie and gopher were standards ... i wouldn't touch them with a 10 foot pole. it worked, and did what I needed. That's why it grew like topsy.

my opinions are just that. I recognize you may disagree. I'll help you out...everything I say is wrong...except where it's right. ;-)

cheers