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Hello,

I think that this article of mine may be interesting for our group:

http://news.hiperia3d.com/2009/04/when-do-computer-languages-die.html

This is about when a computer language is considered old, and compares the age of others to VRML. It also shows graphs of the use of VRML that prove that it is still alive.

Feel free to comment anything here or there.

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Very nice article Jordi. As you stated, VRML is still used alot.. It has many realtime advantages for Math and Science. It would be be really cool if there was a resurgence of popularity within the 3D community on the web.
Maybe "those" days are behind us but one can wish. ;)

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Nice article Jordi and very interesting to this group yes :)

Hope that with these high numbers related to VRML/X3D (1/8 of SL posts-popularity is huge!) the members keep up the enthusiasm and show new cool stuff and worlds to us all.

I would not emphasize a VRML/X3D dilemma, as I see done sometimes, because it is not. They are in the same line of evolution. In my view X3D will grow and in time will take the place of VRML, naturally.
So, to measure the real popularity of "this" technology, we should add VRML statistics with x3D.

Sure, I agree, that years do not define the age of a language, the key aspect is: how well it does the job!
English, French or Portuguese, by the way, etc., are very old "languages" and we still like and depend on them :)

The real problem: community's mood

The real problem is not much with VRML language itself, but with VRML community's mood. People are still hurt with blaxxun, love hurts! :)
Many of us where very dependent on bxx multiuser technology and blaxxun did a lousy job, bugs and no evolution over the years and ... eventually shut down without giving any satisfaction to a legion of followers. Bitmanagement was probably meant to succed blaxxun and technically did a great job with bscontact ... aside from the logo :( , but never invested in a good multiuser server. Yet that gave others the opportunity to do things better, proprietary or free.
(More on this in a interview at mixed3D: http://mixed3d.free.fr/spip/?cat=26 )

In fact I like it much more now. With all the proprietary, free and/or evolving multiuser servers that are supporting VRML or VRML and X3D (is the case of ABNet2), this technology is far better and simpler to deal with and I see more and more people doing great things with code and modelling.

Visit ABnet and technical ABnet Forum at: http://vrmlworld.net

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I have said it before and I'll say it again. The people that claim theat a language/technology/platform is dead are usually attempting to promote something else. It is interesting that X3D has not taken off as an upgrade/replacement to VRML, but it is probably because the users of VRML see no need to go there. When I see the things done by people in VRML (Steve's work, for example), it is easy to see why. Too many people are ready to jump on the next "great" idea and don't bother to explore the potential of the technology they already have. For example; in my business we still use Photoshop Version 6. with all the untapped things Photoshop can do, there is no reason to upgrade to CS4 just because it is the latest & greatest. I would guess that most people who use programs probably utilize less than 25% of the software's potential. The same goes for VRML, if all people have ever done is make a few things in Spazz or Cosmo Worlds, etc., they have no idea of the things it will do or that they can do with it. No other platform that I am aware of is as outside program friendly (ie; you can use most 3D modeling programs to create with), or as portable. That is a hUGE advantage. If people don't think so, try using the "prims" in SL., and then try taking them somewhere else.

Just my 2 cents

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Completely agree with what you all have said. I wrote this article because I was really tired of the "vrml is dead" message, and that is simply not true at all.

As I said, I will look deeper in why I think people are not adopting X3D, but the main reason is that: people don't feel the need, plus: XML syntax is a pain.

You need to write much more when using XML syntax, and the format is less readable by humans compared to the classic VRML encoding. But X3D in classic VRML encoding looks the same a VRML, and has some new nodes that are just great.

But for some strange reason, the Consortium does not want to focus on classic VRML encoding. And the truth is that when people look for a XML format for 3D, they just use COLLADA, not X3D.

Letting people say that stupidity of "vrml is dead" for years has damaged the x3d project.

Anyway, yes, I think that real popularity is vrml+x3d.

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ParallelGraphics starts beta-testing of Cortona3D Viewer 6.0 Beta (previously known as Cortona VRML Client) and invites participants to take part in the beta testing program. Cortona3D Viewer is a fast and highly interactive VRML viewer that is ideal for viewing 3D models on the Web. It works as a VRML plug-in for popular Internet browsers such as Internet Explorer, Netscape Navigator, Mozilla, Mozilla Firefox, Opera, and Google Chrome.

Cortona3D Viewer 6.0 Beta homepage -


Download Cortona3D Viewer 6.0 Beta -


Cortona3D Viewer v. 6.0 Beta: What’s new

Unicode support

Cortona3D Viewer 6.0 provides full support for UTF-8 in VRML.

Localization of the user interface

Now the menus of Cortona3D Viewer can be easily translated into other languages by licensed users.

Latest Web browsers support

Cortona3D Viewer now supports Mozilla Firefox v. 3.0 and Google Chrome.

Phong lighting support

The support for Phong lighting model is provided for graphical cards supporting the shader model v. 3.0 and higher. Limited support for the shader model v. 2.x is also provided.

Improved performance: new DirectX renderer

- Support for real-time anti-aliasing (multisampling).
- Support idle-time anti-aliasing by means of Direct3D.
- Support for composite textures.
- Improved processing of textures and 3D primitives.

Improved installation procedure

The use of Microsoft Installer (MSI) allows for easier installation of Cortona3D Viewer within an enterprise and as a part of third party applications.

New VRML extensions

- The Transform2DEx node allows for positioning layers on the screen and specifying their size in pixels.
- The CompositeTexture3D and CompositeTexture2D nodes allow for adding composite textures to the 3D scene.
- The GradientBackground node allows for creating horizontal or vertical gradient background that is static relatively to the camera movements.

Changes in VRML Automation interface

- Pick method has been changed:
Layers without background: areas with no geometry are considered transparent for the picker.
One-sided surfaces: invisible side is ignored by picker.
Double-sided surfaces: the normal calculation is based on a visible side of the surface.
- New method of geometry bounding box calculation:
§ Now the bounding box can be calculated in global coordinates.


The FreeWRL team have put FreeWRL 1.21.2 on-line, with source, debian (.deb) and Apple OSX dmg downloads.

http://freewrl.sourceforge.net

Summary of changes:
- Verified MIME types for OSX and Linux plugins.

- Classic VRML/X3D parser:
- fixed memory error when IS fields were large.
- dramatic speed improvement in PROTO expansions; visible when large protos are
instantiated.

- XML parser:
- speed increase in parsing attribute values (one test shows 100x speed increase)
- PROTO expansion and Script invocation being reworked - may still have parse errors.
(in progress)

- Source Code:
- OpenGL Shaders code should compile on OpenGL 1.5 and above now (was 2.0 and above)
- CFuncs/sounds.h - include unistd.h on Linux machines.

- Misc rendering changes:

- Javascript, direct writing to scenegraph, boolean values were not correctly translated from
javascript to freewrl internal values.

- FaceSets with Color node, not taking material properties correctly (especially transparency)

- FaceSets, with RGB Color node, keep track of associated material transparency, and work through
color node changes.

- removal of temporary files - code has been reworked, as some temporary files (specific:
files retrieved by wget or curl) were not removed.

- initial work on CubeMapTextures.

- GeoPositionInterpolator - output value not translated to local spatial units. (fixed)

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