Just a bit of musing (VRML)

Dmitri Kondratiev dima at paragraph.com
Wed Mar 12 12:29:36 CET 1997


> From: coder at ibm.net
> 
> On 03/03/97 at 02:12 AM, Dmitri Kondratiev <dima at paragraph.com> said:
> 
> >Only newly built things need to be send to each player. Client can get
> >other stuff that hasn't changed from it's local cache. Cache contents can
> >be compared with world model on the server, every time client logs in to
> >it or new objects are created by other players. Similar to the way web
> >browser verifies documents in its cache with the ones on the server. Thus
> >only incremental changes are sent from server to client as soon as they
> >appear in the world. Besides server can send compressed VRML. If some
> >VRML browsers understand gzip-ed VRML, why MUD client can't do the same ?
> 
> Problem: Given a reasonably active player, pretty soion the client would
> end up with a full copy of the server's image DB.  This could get *really*
> expensive *really* quickly.  Even doing the Meridian 59 deal and dropping
> the local cache on CD still leaves you with a remarkably small world once
> the detail rate is fairly high.

That's all true if player builds any VRML he wants. In case you provide
players with world constructor modules, which can be parameterized to great
extent, the situation is different. The player won't "end up with a full
copy of the server's image DB". Objects built by him will present small VRML
files which will INCLUDE (as in C) parameterized world constructor modules
by means of "extern proto" mechanism. These constructor modules adhere to
local cache rules.

Have fun,
Dima.


---------------------------
dima at paragraph.com
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