Peter Amstutz wrote: >I'm pretty far from deciding at all how this would work, but it is >certain that we need a time parameter for animation, so it is worth >exploring fully the potential benefit of introducing a deep concept of >(relative!) time into VOS.
Interesting.... though there is a fundamental difference between the time parameter of an animation (which is relative to a "start" time, and most likely will loop), and the time parameter of a versioning system timestamp (which is absolute time, and hopefully doesn't loop!). However, I do see the interesting analog between "frames" of an animation and "versions" of any other object. I would just be careful not to over-generalize (sometimes OOP has that effect on people :) ).... A 5-dimensional programming model may be taking it too far :P Some other interesting (but more mundane) thoughts: how this server-side clock would interact with server-side physics simulations (with client prediction supported), or how to implement powerful but intuitive time-aware scripting. Caveat: I haven't read Lalo's time-awareness braindump post yet. It's past my bedtime :) Double-caveat: I still haven't dug in and figured out how the current implementation of VOS-as-a-3d-virtual-world-server really works yet. Maybe I should go and do that before blabbing and speculating too much on this list :P -Ken _______________________________________________ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d