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April 24, 2008

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That's a smarter business model and application model than we've seen lately. It enables 3D within the power of the social network instead of trying to drive it. It enables the 3D scene to be the nexus of a cluster of other services. It can combine *inner spaces* or the room scenes into *outer spaces* or the mirror world maps enabling navigation.

Primarily Vivaty gets what has been true since the beginning: the web abjures roadblocks. The web prefers enablers to disablers.

Just disappointed I was not selected to be part of the beta. I have this nice editor from Media Machines, have written tutorials, and I was turned away. WAAHHH!

But best to their efforts anyway. This is smart stuff.

Hi Len,

Thanks for the nice words of support.

I'm Mark Hull, the head of product for Vivaty. We've had tremendous interest and applications for our beta, and we've been letting people in gradually. I apologize that we haven't gotten to you yet on the list, but if you want, email me directly (mark [at] vivaty [dot] com) , and I'll bump you up so you can get access today!

Thanks,

Mark

Is Vivaty using the Unity3D plug-in or are they still clinging to the old crappy Flux player?

Thanks Mark. I'll do that from home. I appreciate the invite.

Dennis: Flux is lightweight as X3D players go. I did extensive comparisons between it and the competitors last year when building River of Life. There are more powerful browsers but they are also heavier. It is true of X3D in general that it is a heavy language and if you want to use the immersive profile, you live with the implementor's choices about how to optimize. For example, Flux like Octaga and Cortona loads a big scene fairly quickly but isn't doing as much optimization for culling. BitManagement loads very slowly but optimizes like crazy. Other differences are there such as support for texture formats. Bit Management once supported gif animation and I used the heck out of it. Then without a word, they dropped support for that and I had to freeze development at the pre 7.1 version.

The good news is that all of the browsers now process that scene. I stayed online with the developers on the open lists, got plenty of code and suggestions. That is the big advantage of X3D: an open community where if one browser vendor goes belly-up or stops supporting the community, another picks up and it keeps going. As a result, ten year old content is still running.

Can you make that claim for Unity3D? This is where the younger developers fail to grasp what WILL happen to their investments and their customer's investments in 3D content. Without a language-based royalty-free standard, they have a snowball's chance of keeping content alive. Open source does NOT fix this problem.

What is going on at the grassroots level away from the big interoperability forums and announcments from BigCos is the liaisons among groups like the Web3DC, Khronos, OGC, W3C, ISO and so on are building the real and solid basis for 3D systems interoperability. This is what is going to work and the VCs who invest here may have to be a little more patient, but they are making a safer bet.

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