[XML-DEV Mailing List Archive Home] [By Thread] [By Date] [Recent Entries] [Reply To This Message] RE: Why XML for Messaging?
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@h...] 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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