09-24-2014 10:54 AM
09-24-2014 06:04 PM
09-24-2014 06:07 PM
09-25-2014 06:37 AM
"Cgpnz" wrote:
What we need is an environment formed by a scheme (xml structure) that defines a very wide
capability that is implemented in a very complex engine. You write into this scheme using any
language/editing environment you choose. Such a schema implementation would be design
independent.
Separate this from the overbearing editing enviroment which are closed source corporate gate-wayed.
So the editing environments/implementation engines such as cryengine, ue4, unity, uninge
are too genre design specific. This is why games are stuck in the fps rut with the BFG thingy.
09-25-2014 08:00 AM
"Cgpnz" wrote:
What we need is an environment formed by a scheme (xml structure) that defines a very wide
capability that is implemented in a very complex engine. You write into this scheme using any
language/editing environment you choose. Such a schema implementation would be design
independent.
"Arowx" wrote:
But if we make a VRM and a VR language then it can parse the data you send to it any way you want. That's the flexibility of using a language.
And a VRM is not just a game engine it's aim is to be a standard that any VR world can build to that would allow any VR Browser or game engine to run it. Also any game engine can export their games to be played on a VRM and regardless of device or browser anyone can experience that VR product.
09-25-2014 09:06 AM
09-25-2014 09:10 AM
09-25-2014 01:54 PM
"Arowx" wrote:They would refer you back to what html and AJAX is.
Ask any mature web developer or games programmer if the VR web should be built with XML and I think the answer will be a simple NO.
09-25-2014 02:07 PM
"erick" wrote:
the syntax overhead of XML is one of the reasons JSON was created. You could compress the data but you'd slow performance further. It would really create an unnecessary waste of time and storage. It's far, far more efficient to store data in binary.
09-25-2014 02:40 PM
09-25-2014 03:47 PM