I trust you guys know what you're doing, programming the 'remote interface'.
My two cents remain;
1 Video files have 'keyframes' for long and complex animations that, if you
start in the middle, the video attempts to jump to and then render itself
forward to your current frame, or 'clock' so to speak.
2 A complex calculation like ((world.time + time.offset) % time.modulus) *
time.scalar would require a number of processor cycles, and using that
number, find a way to precache the calculation for each object that is
currently wobbling around. Keep in mind that every running penguin, every
spinning globe, every burning torch is an animating object, which would
require another calculation. =\

I'm not sure how easily this would apply itself to a three-dimensional
world, but Flash is a lot like a three-dimensional world, and here's a
really interesting video about models and frames, demonstrating what appears
to be a single four-dimensional movie clip (X and Y, and two dimensions in
time). http://www.youtube.com/watch?v=cwPprykdYik

-Steve

On 12/1/06, Peter Amstutz <[EMAIL PROTECTED]> wrote:

I just wanted to clear up one misconception I noticed in a few replies
to my mail.  The key ideas here are:
a) time is relative to the viewer

So, for example, an animation loop is specified from time 0 .. 10.  The
world time is 29, and we started the animation at time 15.

The "world" clock is 29.

The "animation" clock tells us what animation frame to display.  To go
from the "world" time domain to the "animation" time domain, we need to
apply a time transform.  This is a linear equation in the form
t1 = ((world.time + time.offset) % time.modulus) * time.scalar

So in this example, we apply((29 + (-15)) % 10) * 1  = 4
So at "world" time 29 we show animation frame 4.

- If a clock is a vobject, then the connections between clocks can be
parent-child links.  This also means a single clock can drive many
time-based vobjects.
- The current assumption is that the root of a virtual space is hosted
on a single site, so that would also hold the clock for that particular
space.

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