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   RE: [xml-dev] Why XML for Messaging?

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If you dig through the original DTDs for what has 
now become X3D, you'll find the very first one 
was mostly just geometry because that made 
sense.  It has my name on it.  It started the 
process but was quickly tossed away.

The problem was X3D had to be upwardly 
compatible with VRML97 and it was patterned on HTML.  
So they poured it all into one bucket because 
HTML was predicated on the notion of one 
neatly and possibly compressed file.  Designs 
for games and designs for internet apps differed 
in that respect, at least in theory, because 
packets are cheaper than connections.

Spilt milk.  X3D works well enough for this 
pass.  The critical thing is to keep the 
standards moving forward so that the technology 
does not get captured by private interests.  

There are many rounds in social games that matter.

BTW:  XML is awkward for graphics in several 
ways.  It's another 'suboptimum but ok' format.

len


From: cr88192 [mailto:cr88192@hotmail.com]

I have looked at X3D before, but had not been impressed in that it seems.
it seems to have too much stuff embedded in itself, and tries to be too many
different pieces at once (rather than a number of different formats and
files, each representing a different piece).




 

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