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   RE: XML for Online Games

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  • From: "Bullard, Claude L (Len)" <clbullar@ingr.com>
  • To: David Megginson <david@megginson.com>, xml-dev@lists.xml.org
  • Date: Tue, 31 Oct 2000 09:46:39 -0600

As I was saying to Martin Bryan, we usually 
get tools and products before standards.  :-)  
At least two processes have to be aligned 
before the opportunity for interop emerges.  Now 
that designers know how to use the XML tech, 
they will do lots of strange and wonderful 
things with it.  Then someone will get an 
opportunity based on a requirement to interoperate 
and sit down and negotiate.  XML can be seen 
as a sub-systems bridge within the system when one 
notes is flattens out the framework.

Opportunism is a key driver to integration, 
not simply necessity.  It is interesting to 
me that integration as a market emerges is 
very similar to compressability:  the 
pushing of functionality into subsystems, 
not simply by design, but by natural processes. 

Len Bullard
Intergraph Public Safety
clbullar@ingr.com
http://www.mp3.com/LenBullard

Ekam sat.h, Vipraah bahudhaa vadanti.
Daamyata. Datta. Dayadhvam.h


-----Original Message-----
From: David Megginson [mailto:david@megginson.com]

The freeware flight simulator FlightGear uses XML for designing
aircraft panels, including fairly complicated gauges, from scratch by
modelling a series of layers (texture, text, etc.) and
transformations:

  http://www.flightgear.org/

I've noticed quite a few freeware games using XML for their config and
save formats -- no real interop hit from any of this, of course.





 

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