[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.