Path: utzoo!attcan!uunet!snorkelwacker!mintaka!ogicse!milton!wex@dali.pws.bull.com From: wex@dali.pws.bull.com (Buckaroo Banzai) Newsgroups: sci.virtual-worlds Subject: Re: Who says what to whom (was Re: VR Protocols.) Message-ID: <7801@milton.u.washington.edu> Date: 17 Sep 90 22:03:14 GMT References: <31304@unix.cis.pitt.edu> <7507@milton.u.washington.edu> Sender: hlab@milton.u.washington.edu Organization: Bull Worldwide Information Systems Inc. Lines: 57 Approved: hitl@hardy.u.washington.edu In article <1990Sep14.190247.10645@watserv1.waterloo.edu> broehl@watserv1.waterl oo.edu (Bernie Roehl) writes: My idea is that the attributes the building sends to the user *must* be defined by the user. If I'm on a monochrome display, I tell the building not to send color. I do this my not including 'color' is the list of attributes I want the building to send. The problem is not one of implementation - of course you can construct special cases for buildings, chairs, planes, balls, bats, etc. ad nauseum. But wouldn't it be better to have a model of objects where you could define some general rules (for what attributes you want to ask about) and just specialize a few of them? The other problem is that you're more or less violating the "object-ness" of the model. The more one object knows about the internal implementation of another object, the less modular your implementation, etc. If I list an attribute *it* doesn't know about, that's fine; it doesn't send it and I leave the attribute at its default value. So what's the default value for something like "has a door I can walk through"? Do you see how much knowledge is presupposed simply in asking that question? This is what led me to want to separate out the real-world- modeling aspects from the objects-that-implement-stuff aspects. [re gravity:] a Newtonian model is not necessarily what we want. If I were designing reality, I might well choose not to implement gravity (even if doing so were easy, which it's not). "Collisions" are often a *bad* thing. True, we might choose a relativistic model where gravity is a property of the space in which the objects interact. We did try one design in which there was a special object known as Space, which contained a naive-physics model and interacted with the objects in it. Unfortunately, the machine immediately bogged down in zillions of message passes, as everyone wanted to talk to Space almost all the time. I always thought this model was on the right track, but people moved on before we could explore the possibilities more fully. I think we're entering into what may be one of the great ongoing debates in the realm of VR: are we trying to model existing physical reality, or are we trying to define new worlds with new sets of properties and physical laws? The problem is that the people paying the bills were airlines; they wanted a system that more or less accurately modeled the real world. Sure, it would be nice if we could drop annoying things like gravity and collisions. They're *hard*. But that doesn't mean we can dodge them forever. And I don't favor building up a protocol/system which is going to collapse the first time you throw a real problem at it. -- --Alan Wexelblat phone: (508)294-7485 Bull Worldwide Information Systems internet: wex@pws.bull.com "Politics is Comedy plus Pretense."