OASIS Mailing List ArchivesView the OASIS mailing list archive below
or browse/search using MarkMail.


Help: OASIS Mailing Lists Help | MarkMail Help

[Date Prev] | [Thread Prev] | [Thread Next] | [Date Next] -- [Date Index] | [Thread Index]
Re: [xml-dev] Too much power? was RE: [xml-dev] 2007 Predictions

A second mistake is to think of real-time 3D as games technology.  Games a
genre of 3D, but games have performance requirements that usually, not
always, but usually require some assumptions about the content construction
that one doesn't necessarily make for all real-time 3D genre.  There is
overlap, but it isn't isomorphic.  That is why I don't consider gamers as
the pioneers of community systems or even the ultimate winners, although the
overlaps are there.

About this topic:

Maybe "emulation" vs "simulation" has something to do.


<<"If a computer simply gets the same result with the same input that
a human would, regardless of process, it is called simulation.
Emulation, on the other hand, is getting the same result with a
machine and using the same method a human would.">>

Emulation is cheap, because you can fake a 100 m tall building with a
single polygon or paint it on the background. You make "some
assumptions" because these assumptions able you to cheat, and you need
to cheat to about simulation, and get emulation.
Your asumption here is that the player will not get near the building.
 Is like the sky dome on "The Truman Show". Once the player whas able
to touch the skydome, the perception whas negated and failed. But
having a skydome whas cheaper than a whole valley or world for this
only guy.

Assumptions on FPS games are strong and mostly invisible.
You can be beaten up by a monster, but your vision will not rotate on
v_up axis. The player will only rotate on that axis by movements of
mouse. Even if gigantous forces push him.
You move like a robot, with your weapon always pointing v_forward.
You are unable to look behind your legs like on that draw:
You are unable to rotate your head around v_forward axis like on this photo:

You can remove most of these assumptions, and the game result
unplayable, and even can make you vomit. These games are
hiperrealistic visually, but play like a disneyland train:

Game rendering nowdays is also emulation, not simulation. Game
computer graphics are raycasted, that able real-time. Only
non-real-time applications do raytracing (simulation).

Theres a Quake3 renderer that use Raytracing to render the world, and
need like 36 Ghz


On top of that stuff, I think 3D like in X3D sould make some
assumptions. Because simulation is hard.

[Date Prev] | [Thread Prev] | [Thread Next] | [Date Next] -- [Date Index] | [Thread Index]

News | XML in Industry | Calendar | XML Registry
Marketplace | Resources | MyXML.org | Sponsors | Privacy Statement

Copyright 1993-2007 XML.org. This site is hosted by OASIS