Re: [vwrap] Definition of "Virtual World", in a protocols context
Morgaine <morgaine.dinova@googlemail.com> Wed, 22 September 2010 19:19 UTC
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Date: Wed, 22 Sep 2010 20:20:01 +0100
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From: Morgaine <morgaine.dinova@googlemail.com>
To: Mike Dickson <mike.dickson@hp.com>
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Subject: Re: [vwrap] Definition of "Virtual World", in a protocols context
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Yes, I agree with that totally Mike. I'm glad that you pointed out that the client can be a provider of services as well (or alternatively, services can be client-side, even if not part of the client application). I expect this to be a rather common use case --- I've heard a lot of people state their interest in hosting their own inventory and even asset services locally. This deployment pattern could be very popular. Morgaine. ============================== On Wed, Sep 22, 2010 at 6:21 PM, Mike Dickson <mike.dickson@hp.com> wrote: > On 09/22/2010 10:01 AM, Morgaine wrote: > >> After a good night's sleep, I see that my definition still works, a minor >> miracle. :P >> >> As another indication of its robustness in the face of architectural >> variation, I've just noticed that it applies even to virtual worlds >> implemented as P2P. This was more good fortune than planning, as I could >> have accidentally mentioned servers yesterday, but didn't. Focusing >> entirely on the client application's role in presenting the perceptual >> mashup has paid dividends. >> >> We need that kind of flexibility because our server-side architecture is >> going to be arbitrarily complex once it is decomposed into services, so >> tying it down in any way would probably be a mistake. In contrast, the >> "client application" is a single unit from a user perspective, even if >> implemented as an arbitrary number of concurrent units in programming terms. >> This probably captures most scenarios that we are likely to see. >> >> Well, no, the client itself could be a provider of services in a more > distributed case. But thats not really relevant as you suggest. I guess > I'm objecting to the server-side architecture comment. how the services we > defined are implemented into a virtual world should ideally as flexible as > possible. The important thing to me is the service definitions (what > messages I can send/receive) and the payload definitions/protocol used with > the services. > > Mike > > > _______________________________________________ > vwrap mailing list > vwrap@ietf.org > https://www.ietf.org/mailman/listinfo/vwrap >
- [vwrap] Definition of "Virtual World", in a proto… Morgaine
- Re: [vwrap] Definition of "Virtual World", in a p… Morgaine
- Re: [vwrap] Definition of "Virtual World", in a p… Meadhbh Hamrick
- Re: [vwrap] Definition of "Virtual World", in a p… Morgaine
- Re: [vwrap] Definition of "Virtual World", in a p… Carlo Wood
- Re: [vwrap] Definition of "Virtual World", in a p… Mike Dickson
- Re: [vwrap] Definition of "Virtual World", in a p… Morgaine
- Re: [vwrap] Definition of "Virtual World", in a p… Dan Olivares