OK. Let's go to VRML 3.0 - we can imbue high level objects with high level
behaviors and goals. (part 1)
We have a milieu manager (viewer for you mundane types, or scene manager).
This component caches objects, maintains time and steps behaviors. It can
predict what you will do and prefetch stuff. It knows what you are thinking,
so be
good for goodness sake :-) (part 2, the client)
There must be a third piece. The MUD/MOO/Simultateous Simulation Engine.
This piece maintains a database of who is in the space, what behavior
objects
are exhibiting and what stage they are in and where things are. This is
where
edits need to happen if others will see them.
I believe this third piece is NOT part of VRML or the viewer. But, I was
wrong about
whether prefetch should be allowed, so I could be wrong about this, too.
YON, jch@oki.com, Jan C. Hardenbergh, Oki Advanced Products 508-460-8655
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