[EMAIL PROTECTED] wrote:

> By the way, what you have done is nothing new, in fact Active Worlds has done
> this effectively for over 4 years now. They are now closing in on 1 billion
> polygons worth of objects in hundreds persistently shared and in-world avatar
> updated worlds. Their system works well with low latency on 14.4 modems
> supporting up to several thousand users simultaneously. Take a look at active
> worlds at www.digitalspace.com/avatars under "active worlds".

i have followed the alpha world/active worlds stuff since the beginning,
and it's pretty cool.  however, there are some limitations:

1)  it's proprietary.
2)  last i checked, you have to pay to run the server.
3)  the client only runs on one platform -- windows.
4)  the building client is awkward at best.

there is also very limited occlusion culling, which makes it impractical 
to build complex indoor areas.  given those limitations, though, there 
are still a lot of things it does better than the free systems.

stephen

-- 
                                                       stephen f. white
                                                    [EMAIL PROTECTED]
                              http://www.csclub.uwaterloo.ca/u/sfwhite/
                      i'm not a complete idiot; some parts are missing.

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