[XML-DEV Mailing List Archive Home] [By Thread] [By Date] [Recent Entries] [Reply To This Message] RE: XML for Online Games
As I was saying to Martin Bryan, we usually get tools and products before standards. :-) At least two processes have to be aligned before the opportunity for interop emerges. Now that designers know how to use the XML tech, they will do lots of strange and wonderful things with it. Then someone will get an opportunity based on a requirement to interoperate and sit down and negotiate. XML can be seen as a sub-systems bridge within the system when one notes is flattens out the framework. Opportunism is a key driver to integration, not simply necessity. It is interesting to me that integration as a market emerges is very similar to compressability: the pushing of functionality into subsystems, not simply by design, but by natural processes. Len Bullard Intergraph Public Safety clbullar@i... http://www.mp3.com/LenBullard Ekam sat.h, Vipraah bahudhaa vadanti. Daamyata. Datta. Dayadhvam.h -----Original Message----- From: David Megginson [mailto:david@m...] The freeware flight simulator FlightGear uses XML for designing aircraft panels, including fairly complicated gauges, from scratch by modelling a series of layers (texture, text, etc.) and transformations: http://www.flightgear.org/ I've noticed quite a few freeware games using XML for their config and save formats -- no real interop hit from any of this, of course.
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