I'm not sure if my view of this topic is correct. By 'views', do you mean the server controls how the client's camera should act within that world? This makes sense. Even if you are doing a "straightforward world connection".
In a world like Counterstrike, you are placed into a 'free 3d-watch' camera view, a first-person, no-avatar view, where you may view the map at your leisure. Of course, on connect the server also initiates a 2d menu, giving you your options as to which team you wish to join. (While I do think it would be nice for VOS to support widgets such as buttons and pulldown menus, it's certainly not a priority) -Steve On 12/12/06, Reed Hedges <[EMAIL PROTECTED]> wrote:
Peter Amstutz wrote: > I'm not really comfortable with using the access control system for > this, though, since security policies (or capabilities!) define what you > *can't* see, whereas a view filters out what you *don't want* to see. > Access control is also a very blunt instrument, since you now don't know Yes, I was thinking of something similar but seperate. > > I think the problem we're really trying to solve, the "parameters" in a > parameterized view, is having a context or environment that modifies the > results of an action. Hmm, so message fields or pass a reference to a view object? I like the latter. We also don't want to require views, for simple situations you should be able to just do the straightforward world connection. On the other hand, the view concept ought to be generic so it can be adapted to other apps than just 3d... Will try to think more about it... Reed
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