I've not seen the DIS-Java-VRML network topology approach, but here's
something I came up with that does the same thing for SPeakFreely.
SpeakFreely is an open-source cross platform IP telephony program I'd
eventually like to see linked with multi-user VRML.
Speakfreely is at
http://www.speakfreely.org/
and my (currently vapourware) proposal for distributing the server load
is at
http://www.peak.org/~stepheb/SFsite/specs/multiuser.html
Regards,
Bruce Stephenson
Vnet lurker
Miriam English wrote:
>
> In case not everybody here knows what DIS-Java-VRML is -- it is a project
> headed up by Don Brutzman to produce a Distributed Interactive Simulation
> system, using (as VNet does) Java and VRML. Their goals are much higher
> than VNet's in that they want to be able to coordinate any number of users
> in a world I think. At the moment VNet is limited by this choking problem
> to about 5 or 6 users at once, and even if the choking problem was solved,
> the number of people in a world at once would still be limited by the
> centralised server in VNet to between 30 and 100 users I think (but I am
> guessing here). This is what the "Distributed" in DIS-Java-VRML is about --
> they are working on a distributed way of making multi-user worlds work
> without one central server.
>
> Best wishes,
>
> - Miriam
>
> At 16:06 18/06/99 +0100, John F. Richardson wrote:
> >Hello,
> >
> >The DIS-VRML-Java people probably have a solution. It may be time based,
> >sort of "OK, I'm caught up to time x, so send more positions and don't
> >advance your simulation time till I say so..."
> >
> >Of course, this could slow down all the participants to the least common
> >denominator speed wise...
> >
> >DIS-VRML-JAVA may also have a Dead reconning feature, so slower machines
> >can interpolate positions and then correct when they can accept an official
> >position update. The slow machine can just toss any EAI messages until it
> >needs to correct.
> >
> >John F. Richardson
> >
> >At 10:05 AM 6/18/99 -0500, you wrote:
> >>Hi Carlos;
> >>
> >>First, look at http://www.crc.ca/FreeWRL/ for a linux based browser. If
> >>you use it with VNET, make sure you select "tinman" as your avatar. Some
> >>of
> >>the built in avatars have problems, and FreeWRL doesn't handle avatar
> >>problems as nicely as Cosmoplayer does.
> >>
> >>
> >>My problem was with the rate of eventouts for position changes. Lets
> >>say,
> >>on my really fast computer, with hardware accelleration, that I can make
> >>70 position moves per second, which corresponds to 140 EAI messages per
> >>second. (position and orientation - two different EAI messages)
> >>
> >>So, then, we have 140 messages being sent to a browser on another
> >>machine
> >>that can, (for example) either through network delays or machine speed,
> >>handle 10 per second.
> >>
> >>That means that one second of my move, takes 14 seconds to make the same
> >>move
> >>on the other machine.
> >>
> >>If we could throttle down the rate of sending EAI messages to, say, 10
> >>per
> >>second, that makes up to 20 messages (pos and orient again) per second;
> >>the
> >>other machine would now take 2 seconds to show this move, not 14.
> >>
> >>Big difference!
> >>
> >>When testing my implementation, I would go to another lab, do some moves
> >>with one browser, walk back to my lab, and see the tail end of my moves.
> >>
> >>I have managed to speed things up considerably, btw, by implementing two
> >>things in my eai code, so now my browser is able to handle things well.
> >>
> >>But, the network problem still exists.
> >>
> >>Cheers;
> >>
> >>John Stewart
> >>[EMAIL PROTECTED]
> >>
> >>> I'm not sure to understand your problem. I understnad that every eventOut
> >>> has to been sent to another machine in the network to do some work with
> it.
> >>> If this is true, may be you could make some of that work in the local
> >>> machine before sending to remote.
> >>> I hope I can help you.
> >>> By the words, would you tell me where can I find a Linux based VRML
> >Browser.
> >>> Thank you very much.
> >>>
> >>>
> >>
> >
> >
> ---------------------------------------------------------------------------
> Quantum Mechanics: The dreams stuff is made of.