Universal3D vs. Real Open Standards 174
viveka writes "Back in April, Slashdot reported the announcement of a Universal 3D File Format by Intel, Microsoft & others - to be "as open as MP3". Of course, that's not all that open. And this turns out to be the sneaky part. There is a real open standard already - X3D is ISO-ratified, royalty-free, and has multiple open source implementations. U3D is "going to be submitted to ISO" - one day - but right now they're talking to ECMA, which allows royalty-bearing patents.
I found this article by Tony Parisi, co-chair of the X3D Working Group a fascinating insider's picture of the standards wars, along with insights into what it takes to release an online game, what really killed VRML, and why open standards do (and don't) matter.
I mean, a royalty-bearing, pseudo-open universal 3D format from Intel and Microsoft? Sorry, guys. That trick doesn't work anymore ;)"
Why would MS conform to standards? (Score:5, Insightful)
Too many hyperlinks (Score:4, Insightful)
Re:Too many hyperlinks (Score:5, Funny)
Re:Well certianly not in this case (Score:1)
not even slashdotted yet, probably because it's so hard to find.
Re:Too many hyperlinks (Score:1)
LK
Re:Too many hyperlinks (Score:2)
But you are supposed to cut-n-paste the link for the main article into your endlessly repeating wget cron job.
Or, if you are truely 1337, then into the IRC master control bot to tell your zombies what to DDOS.
That's why there should only be 1 or 2 links---otherwise, we can't effectively
Re:Too many hyperlinks (Score:2)
Re:Too many hyperlinks (Score:5, Funny)
Back in [back.com] April [wikipedia.org], Slashdot [slashdot.org] reported the announcement of a Universal 3D File Format [slashdot.org] by Intel [intel.com], Microsoft [microsoft.com] & others [yahoo.com] - to be "as open as MP3". Of course, that's not all that open [mp3licensing.com]. And this turns out to be the sneaky part. There is a real [real.com] open standard already - X3D [web3d.org] is ISO-ratified [internetnews.com], royalty [royal.gov.uk]-free, and has multiple [www.crc.ca] open source [web3d.org] implementations [xj3d.org]. U3D is "going to be submitted to ISO" [iso.org] - one day - but right now they're talking to ECMA, which allows royalty-bearing patents [ecma-international.org].
I found this article by Tony Parisi, co-chair of the X3D Working Group [typepad.com] a fascinating insider's picture of the standards wars [com.com], along with insights into what it takes to release an online game, what really killed VRML [w3.org], and why open standards do (and don't) matter.
I mean, a royalty-bearing, pseudo-open universal 3D format from Intel and Microsoft? Sorry, guys. That trick doesn't work anymore
BTW, I need to get a life.
Re:Too many hyperlinks (Score:2, Funny)
Re:Too many hyperlinks (Score:2)
Re:Too many hyperlinks (Score:2)
Re:Too many hyperlinks (Score:1)
Re:Too many hyperlinks (Score:2)
I wish that people who link to an article would not link to the publisher as well. If its an article on CNN they will provide a link to their home page, ditto for anyone else.
Going to ECMA can mean many things. Sure it is patent friendly, but it is also a rubber stamp standards body. Thats why Netscape took Javascript aka ECMAscript there. Why bother spending years
Re:Too many hyperlinks (Score:4, Informative)
Real Open Standards (Score:2, Funny)
Re:Real Open Standards (Score:2, Funny)
Storing 3D vector data in a text file is braindead (Score:5, Insightful)
Binary storage for 3D data makes a lot more sense since it is more compact and easier to parse, and there are also standards such as the IEEE float and double standard.
But nowadays everything has got to be XML, even if it does not make any sense at all. XML is fine for configuration files and office documents, but for image and vector data it is just not the right tool.
Re:Storing 3D vector data in a text file is braind (Score:5, Informative)
A binary format for X3D is being defined. X3D supports multiple file encodings describing the same abstract model.
But nowadays everything has got to be XML, even if it does not make any sense at all
The XML encoding enables smooth integration with web services and cross-platform inter-application file and data transfer. An excellent idea, surely. See the X3D FAQ [web3d.org] for more details.
Re:Storing 3D vector data in a text file is braind (Score:2)
Nice to hear that. That will increase the chances of X3D being accepted as a true standard tremendously.
Re:Storing 3D vector data in a text file is braind (Score:2)
Hint: they have nothing to do with browsing the web.
Re:Storing 3D vector data in a text file is braind (Score:4, Insightful)
Re:Storing 3D vector data in a text file is braind (Score:2)
Re:Storing 3D vector data in a text file is braind (Score:2)
b.w.t. there are enough hex editors available that allow for comfortable editing of ieee std. numbers etc. without having to know the bit patterns.
another approach would be to use have some import/export tool that transforms the real (efficient) format into some text format (possibly xml) to allow for easier exchange an manipulation. that would be to use xml as it was really intended: to exchange data, not to use it internally in the core
Re:Storing 3D vector data in a text file is braind (Score:2)
No, we use
$ ed
Re:Storing 3D vector data in a text file is braind (Score:1)
Re:Storing 3D vector data in a text file is braind (Score:1)
http://www.web3d.org/x3d/content/examples/Binar
I'd be interested to see someone convert one of those samples to a binary format.
Re:Storing 3D vector data in a text file is braind (Score:1)
Re:Storing 3D vector data in a text file is braind (Score:2)
But what if I need to write an app to search and index thousands of docs? What if I need to exportion the docs to HTML/TeX/SGML or Pig Latin? Call MS and pay $$. Not a solution. I realize that there are open solutions to this paticular problem now, but they only exist after a lot of reverse engineering. I'm bett
3D and XML (Score:5, Insightful)
While the size of some 3D data sets is a concern with XML, XML is otherwise very well suited for such data. It is often irregular (which makes relational databases tough) and hierarchical (with elements sitting at different places in a scene graph). So it fits XML almost perfectly.
Furthermore, with XSLT, or any of the bindings that enable XML structures to be reflected as objects in a programming language, processing the data becomes easy.
Finally, you can always edit it manually.
Binary descriptions are nice, usually compact (not always). But with binary descriptions you always have to worry about floating point formats, endianness and how to represent the data in your program - so for every binary data description you have to write a reader for the data, a writer and a new converter for every output format you might choose. With XML, libraries for reading, writing and converting (XSL is very powerful for that) are being written for most languages so you can use one of those that is already there, or if you do have to write one, you can reuse it for other types of data in the future.
I've written programs to read and write binary data of more types than I'd care to admit, and I've stared at hex dumps of the data files for way too long. I've had to look at un-documented or under-documented binary formatted files and puzzle out what every bit did more than a few times. (Of course since the DMCA I would never puzzle out undocumented binary data files.)
Finally you say, "XML is fine for configuration files and office documents" but there are those who say that XML is precisely wrong for those kinds of files. In fact, every time someone mentions XML as being used for "Purpose X" on slashdot, you can expect the immediate response "XML is completely inappropriate for Purpose X" comments.
I'm also a bit curious - for the 3D descriptions, how does bzipped XML compare to an equivalent binary file for size?
Re:3D and XML (Score:2)
Furthermore, it is highly annoying when people regard XML as a config file format, or a way to represent static data. XMLRPC and SOAP (its bulkier sibling) are so useful it's crazy.
Re:3D and XML (Score:2)
Parsing text is not inherently easier than parsing binary, but there's a cultural bias in favor of using a text editor for editing "as God intended".
XML was introduced as a new standard and a lot of new code has been developed to support it. If a binary standard had been introduced instead, the tools required to edit it would not add a lot of additio
Re:3D and XML (Score:2)
The issue isn't the zipped size (Score:4, Interesting)
1) Decompress just as needed and render. Ok, but bzip2 requires a non-trivial amount of processor power to execute, and in any srot of high performance situation, you'll be doing a lot of decompression. You'll end up slowing way down wating on that.
2) Decompress all objects for a scene to memory. That'll work but require a massive amount of memory comparitivley. Not going to find too many takers on an engine that needs a GB to deal with a scene that normal engines can handle in 128MB or less.
3) Decompress all objects for a scene to disk. Better, but still going to use a lot more memory as the objects are loaded. Also will be slower, because of more disk access, and slower loading times for a scene because of the decompression process.
Look, a text based markup works well for something like the web because the size of files is not significant compared to the result, and most of the data in the document is text to be displayed anyhow. The same is not true of graphics, espically not in any modren context like a game's 3D engine. You need to be able to get the data into memory fast, and it needs to be as small as possible and still be usable. With UT2004 occupying 6 CDs, and Doom 3 occupying 3 (and being faster when it's data is decompressed, though most of it is binary) you do not want a file format that is going to drasitcally increase the space requirements.
Notice that there are good open formats that are binary, and for good reason, like PNG and OGG. With good documentation and standardization, they are easy to deal with in a program, yet they occupy little space in disk or memory and parse quickly. Try and reimplement a graphics format like OGG in XML and see what you get. It'll either be huge, or well compressed, necessitating a decompression step.
It's a nice thought that all file be human readable, but it's just not realistic for deceant performance. After all, why not take it a step further, have all program work from source, have the comptuer interpret them on the fly. Well, there's a good reason that's not done for many programs. Even Java compiles to a bytecode, and doesn't run straight from source.
What is easy to use for a human is not the same as what is easy to use for a computer.
Re:The issue isn't the zipped size (Score:2)
You were making sense until you said:
Try and reimplement a graphics format like OGG in XML and see what you get.
Heh. *steps on pedantic box*
Ogg is just a container, a multi-media container. As far as I know, Ogg is not intended to contain just a pictures, but it could. It is intended to contain music, animation, and a combination of the two. It's most popular use right now is to contain vorbis-encoded sound.
*steps off pedantic box*
Here's a real problem for you to solve with your binary only format
No, you've missed the point (Score:2)
Re:No, you've missed the point (Score:2)
If I want to represent a colour in binary, I do it with 3 bytes, one for red, green and blue.
...and you have to write a custom tool for every platform to deal with it.
This conversation is tired already. You've totally forgotten that computers are supposed to help humans, not vice versa. The computer works for you, so put it to work.
Graphics cards do not speak XML.
You're right, graphics cards are plagued with proprietary languages. So binary is definitely a better solution, I guess.
The file format
Re:No, you've missed the point (Score:2)
Realistically, you don't actually put 1 million triangles in an object, your renderer does that for you. Take a look at POVRay sometime and see what kind of input it takes. It's a well-reputed rendering engine, and will give you an idea of what 3d data really is, and why text is a perfectly fine way to handle it, and even preferable, especially when cross-platform is one of your goals.
And, oh yeah, the reason PNG files can be opened fine on different architectures has to do more with the fact that there
Re:No, you've missed the point (Score:2)
So that's still twice as big, right? So on disk, just use a compressor like XMill or XGrind (or just plain gzip or bzip2). Those can shrink those nasty XML files down to size nicely.
As for the parsing argument, are you really planning on loading a raw byte array into memory and expect it to be usable? Aren't you going to error check it? If s
Re:The issue isn't the zipped size (Score:2)
NB. I deal with this stuff for a living (in the context of video games), so apologies if some of it seems to hit a nerve with me :)
Taking some of these points in turn:
Yeah, good luck with that. I hope Blender and .ase files share the same co-ordinate bases, otherwise you're going to have to transform the co-ords, texture map
Re:The issue isn't the zipped size (Score:2)
Heh, we're not likely to see eye to eye on the whole, but for this part:
Footnote: I also have a knee-jerk reaction when anyone says 'performance isn't a problem'. That's the sort of thinking that means iTunes runs like a total dog on my 800MHz PC.
Same problem here. ;)
Re:The issue isn't the zipped size (Score:4, Informative)
The advantage is that it's easy to write tools for compressed xml based formats. No binary specs to learn. Just decompress the xml, look at it, and you're ready to go. OpenOffice uses a zip compressed xml format and produces files typically 1/10th the size of Microsoft's binary Office formats. And anyone with an xml parser and a zip (de)compressor can jump into writing tools to read, modify, or create them. And getting into 3D, a lot of people like to make mods, and being able to read and modify the files without any special software will make it a lot easier.
And nobody expects XML to replace PNG or OGG. They serve totally different purposes. And as compressed as they are, textures and other media tend to dwarf all other data, binary, bloated xml, or otherwise.
Re:The issue isn't the zipped size (Score:2)
This is all well and good for something like CML where you are dealing with very little data. This is not so good for something like UT2004 or Maya where you are dealing with tons of data.
Re:The issue isn't the zipped size (Score:2)
Oh wait! You have to deal with endian issues.
Re:The issue isn't the zipped size (Score:2)
Unless you want your program to crash on unexpected input, you'd better be checking that binary data format for errors as well as transposing values so that byte padding issues don't crop up when you switch between a PowerPC processor and an Intel-compatible processor.
Then of course there's the time taken to write a parser for this binary format.
The "overhead" of XML is not the issue. The fac
Re:3D and XML (Score:2)
In the case of XML, the decision was made that being able to ed
You might be a Luddite if ... (contrary edition) (Score:2)
You insist that every document or format be readable in a simple text editor.
You prefer piping between primitive programs over using a more powerful integrated one.
You always use the same tools because you can't memorize any more CLI commands and you consider menus to be unmanly.
Re:You might be a Luddite if ... (contrary edition (Score:2)
What's odd to me about many programmers is that they are perfectly willing to adopt a system that requires special tools for viewing, but they don't want special tools for creating (e.g. using a browser to view web content is OK, but it's a good thing HTML is in ASCII so you can edit it with a text editor.)
Re:You might be a Luddite if ... (contrary edition (Score:2)
Re:Storing 3D vector data in a text file is braind (Score:2)
Re:Storing 3D vector data in a text file is braind (Score:2)
I think it's a bit early to be calling X3D unsuccessful.
Storing binary data like 3D vector data and texture data in a text file and then compressing the text file to get acceptable file sizes is just plain stupid.
I would agree that in general you'd want to stick to binary formats for textures, largely because there's a lot of very-well supported image formats out there already, and vast numbers of programs and libraries that will read them. Also, the
Re:Storing 3D vector data in a text file is braind (Score:2)
Of course. That's why widely used and well-established for the past 20 years data transfer standards like PostScript use binary.
Oh, wait...
MP3 an Open Standard? I tthink not (Score:5, Informative)
Re:MP3 an Open Standard? I tthink not (Score:2)
Re:MP3 an Open Standard? I tthink not (Score:1)
Re:MP3 an Open Standard? I tthink not (Score:2, Insightful)
MP3 is open "The Open Group" way. Think of early Unix advertising before the free Unix-likes got popular. =)
"Open" in Ancient Computer Marketing Vocabulary means roughly "if you have a little bit of money to cover our expenses and the holiday trips for our executives, you can get a specification from us - and if you pay even more, you can actually use the thing for making money."
Yes, it was "open" - because you had a chance of getting the specification and license somehow.
"Closed" was defined as "oh,
Collada (Score:3, Insightful)
Re:Collada (Score:2)
Well, gzip compresses text better than anything and can be decompressed at almost no cost. Maybe that's a choice to take...
However to fully support it you need OpenGL 1.5+ for all the shader sections.
Collada vs X3D (Score:2)
"We do not have this handy, and doing a fair comparison will take some time. I am not sure we (The COLLADA team) are the best to answer this question, as we may be seen as biased. But, without waiting for a detailed comparison, I can give you some elements: We asked game developers and modeler companies about X3D, and we could not find one project using X3D as file format. If you are a game developer reading this and using X3D, please speak up now!
Competition is good (Score:1)
A standard is a good standard if it does it's job well and fits in with business demands. Technical superiority isn't always the best predictor of a winner. May the best standard win (which is a no-lose statement btw
Re:Competition is good (Score:2)
I do agree with the gist of your statment though, the best standard _will_ eventually win, it's just that we might have to go through another few rounds of propietary crap first.
How to fight this most effectively? (Score:5, Interesting)
Unfortunately, with Microsoft's money and monopoly of the desktop, that trick might work. In fact it probably will work, unless some of us put together good ideas and good software using the open standard X3D before the bad guys get their bandwagon rolling.
Re:How to fight this most effectively? (Score:2, Interesting)
FWIW, 3DIF is just Shockwave3D. T
Real Open Standards? (Score:1)
This is going nowhere (Score:2, Informative)
* Open source, so no licensing issues.
* Has been officially incorporated within the MPEG-4 multimedia standard.
* XML support makes it easy to expose 3D data to Web Services and distributed applications.
* Compatible with the next generation of graphics files - e.g. Scalable Vector Graphics.
* 3D objects can be manipulated in C or C++, as well as Java.
Sure looks like everything VRML attempted to be an then some, guaranteed to be another crash and burn.
"Hats o
Re:This is going nowhere (Score:1, Interesting)
that would be Wildtangent the spyware manufacturers [google.com] ? yeah a buisness model based on user deception and datamining, nice ethical buisness model
thats like saying "hats off to cometcursor and coolwebsearch for driving the development of toolbars,popups trojan horses and MSIE exploits"
Re:This is going nowhere (Score:3, Interesting)
In the beginning, nobody quite knew what the 3D market was going to be. E-greeting cards that sing and dance? 3D Bann
spammers never call their crap "spam" either (Score:2, Insightful)
To summarize: if your code is slipped into another product and not clearly mentioned in the license and listed in the installer, or if it phones home without telling the user that it's going to do it, IMHO it is spyware. WildTangent (as it was bundled with AIM) fits both those conditions.
Maybe you're not selling spyware anymore, but you did in the past, and on slashdot that reputation takes a *long* time to live down. Just look at any thread about Realplayer...
we already have standards (Score:2, Informative)
There are at least two opensource 3d file format standards that I know of developed by actual companies in the industry:
http://www.softimage.com/products/pipeline/dotxsi/ v36/ [softimage.com]
http://www.tweakfilms.com/main/gto.html [tweakfilms.com]
Re:we already have standards (Score:4, Insightful)
Both of which are proprietary formats.
Just because a company chooses to make certain applications that use their format open source doesn't make their format a standard. Furthermore, neither of these companies have enough spin to make their proprietary format a de facto standard.
X3D is being put through the ISO standards process, and U3D is being designed by huge industry players.
Re:we already have standards (Score:1)
The "huge industry players" that have designed the U3D format are not people that use these types of things on a day-in day-out basis
Re:we already have standards (Score:2)
While it is true that the code is released under the LGPL, this does not prevent the company from discontinuing its use of the format, using a new format, and then not releasing that under the LGPL. A similar situation happened with AOL's TOC protocol. Standardization prevents this from happening, because usually, more than one company or group designs the standard a
Re:we already have standards (Score:2)
Okay, I'll give you a better example. How about RTF? Microsoft has release the RTF specification. It's public, and a de facto standard that anyone can use. However, Microsoft continuously tweaks their implementation so that not even Microsoft products of different versions are entirely compatible with each other, and interoperability between applications is a complete mess.
Besides, if the a
Re:Big Corporate "Standards" (Score:2)
Maybe not, but you most certainly do on your file format. You don't need to release any new code, and you can change the format any time you want.
I fail to see how the GTO format and associated code could not be continued by any number of other people if they so choose.
Oh, they certainly could. However, if the code is incompatible with new products, and the new format is unknown, this causes a problem for end users.
And finally, I cannot for the life o
Re:we already have standards (Score:2)
Re:we already have standards (Score:2)
Example, I have a fully setup character (rigged, weighted, morphtargets, control panels) in Maya. I need to get this sucker over to say, Max.
1st the geometry has to come across. Is it nurbs, polys, subdivs? If its nurbs, is it one seamless surface? Probably not, so I have
Whatever (Score:2)
that trick may well work (Score:4, Insightful)
I mean, a royalty-bearing, pseudo-open universal 3D format from Intel and Microsoft? Sorry, guys. That trick doesn't work anymore ;)
Why not? Microsoft still has 95% of the browser market, if you think "that trick doesn't work anymore", you're a moron. They're still in a position to dictate standards, and they've shown that they have no qualms about doing so.
Of course, this is yet another area where there is simply nothing that is truly patentable, but I'm sure they can sucker the idiots at the patent office to give them a few, anyway.
X3D is dead because it's an ISO standard (Score:4, Insightful)
For software ISO standards only "work" with already existing market leaders. And even market leaders can be eventually dragged down by the restrictions of being an ISO standard, such as the deficiencies of C++ leading to the creation of Java and C#. Making a software technology such as X3D an ISO standard before it had any market share was simply madness, and Parisi should have known better.
Re: (Score:2)
Re: (Score:2)
Re:X3D is dead because it's an ISO standard (Score:4, Informative)
On your second paragraph, that's a matter of opinion, of which I vehemently disagree with you. Many large organisations will not touch something unless it is an ISO standard. This is particularly true with both the European companies and the US military complex. To give you an idea of just how that works - as soon as we had the announcement in hand, we had 2 different branches of the US military formally announce that they require it as their one and only 3D interchange standard. By not going to ISO, we end up with the same problem as before - a psuedo standard with multiple incompatible implementations thereof. This solves the problem up front.
Where Tony and I disagree is that X3D nor VRML has any use being a "Web" standard. Where VRML has been hugely successful is out in industry in places that don't care about the web. If you'd walked around the floor at any show where they do modelling and scanning data, you'll find every single scanner manufacturer uses VRML as their output file format. All the tools that take that raw data in and process it, use VRML etc etc. None of the success stories even use a web browser in the system. In the future, that is less and less likely to happen too. It's all about the back-end and integration work. X3D has been succeeding for a couple of years in there and will continue to succeed.
Re:X3D is dead because it's an ISO standard (Score:2, Informative)
what really killed VRML (Score:1, Insightful)
radians? (Score:4, Interesting)
One of my gripes with vrml is that angles are specified in radians, and it looks like x3d is the same. Maybe it makes the transform math simpler, but Arghhh! Who in the world decided that radians were more intuitive to work with than degrees? Do they think no one will ever write 3d models by hand [georgefox.edu]? I like to have "turn this a quarter turn" work out to a rational number.
Maybe there's some way to set the default input mode to degrees, and someone will enlighten me.
-jim
Re:radians? (Score:2)
Also use M_PI_2 if you can in your code (of coure Microsoft did not put that in their math.h header file, copy it from the linux header file). I would expect any 3D language to provide a symbol that produces that value wi
Re:radians? (Score:2)
Système International d'Unités (Score:3, Insightful)
Well, given that radians are based on the actual mathamatics of angles (i.e., one radian is a "straight angle"), I guess God did. Or whatever deity you believe in. Athiests will have to blame it on random chance, and I'm not sure about agnostics.
Seriously, degrees (and minutes and seconds) are just like other "traditional" units of measure (like yards and feet and inches), in that some humans in the past cooked them up
Radians (Score:2)
Huh? Pi radians is a straight angle. One radian is a little over 60 degrees, hardle a straight angle.
While I agree that radians are related to a natural property of circles (specifically, the length of a one radian arc is equal to the radius of the arc), it
Re:Interesting? (Score:2)
I thought this was a discussion of 3d model formats? Granted, some 3d models may be output from a physics model, but it's a lot easier to multiply all the angles by 180/pi when they're output by a physics program than it is to force programmers to write and understand code that expects irrational numbers with many decimal places of accuracy for simple things like arrangi
Re:Interesting? (Score:2)
Why not let the programmer choose, by writing an angle as either, say, 3.14159r or 180d, the same way we write 0x10 and 16 to mean the same thing in c?
Evidently, there's a lot more die-hard radian fans out there than I anticipated (whose wrath I have unwittingly provoked). The only practical uses for radians I can see are a)converting them to the format used by the c trig routin
Re:radians? (Score:2)
Any unit is easy when used with a constant to convert it to some other unit. Used raw, they're horrible. Who wants to remember that 1.0471975511965665 radians is almost but not quite one sixth of a revolution? Is it even possible to use basic math
Re:radians? (Score:2)
Uh, that only works with length units, not angle. You can say "let's make this group of things 10 times bigger", but you can't say "let's rotate these things 0.017453292519942779 times as much as they've previously been rotated". At least, you can't express that in terms of rotate, scale, and translate operations. It may be possible with a transformation matrix, but I don't think so.
Sure, you can use a cal
Standards are great! (Score:2)
They did it wrong, again! (Score:2)
Re:They did it wrong, again! (Score:2)
Crazy (Score:5, Informative)
Then of course, the rendering applications like to have their own formatting of data for speed and efficiency issues. A DirectX game will have data stored in an optimal format that's different from say how a PS2 game will.
Using XML is ridiculous, it's a terrible waste of space and introduces a large processing overhead before the data is ready for rendering. There's a reason games often store 3D data in the format the platform directly processes - so it can be read off disk and immediately blasted to the screen.
Re:Crazy (Score:2, Insightful)
An open XML format like X3D is not for usual storage or keeping internal 3D data.
This is to enable a standard and easy to parse interchange and long term archive format for 3D data.
Implementation specific 3D data may still be of any internal format suited for any specific application and hardware.
Plugin specific and parametric 3D data can easyly be later integrated in the X3D document by using namespaces. That makes much sense that way.
Think of XML as an alienX<--->alienZ protocol where aliens
Re:Crazy (Score:2)
The point is, a universal format is a stupid idea because graphics is a constantly evolving, application specific field.
gzipped XML highly efficient for graphics storage (Score:3, Interesting)
2D graphics data expressed as XML can be highly efficiently gzipped.
You can see from these [svgmaker.com] examples of Scalable Vector Graphics (SVG). The same documents in any other available 2D format are generally larger.
And yet, when ungzipped, these SVG files are verbose XML text. You can see that by right-clicking when you view any of those examples with Adobe viewer and selecting View Source.
SVG is a good example of how XML can be implemented efficiently over the wire (gzipped into efficient filesize) and yet accessed by the programmer at either end with no more than a text editor.
Mono? (Score:2)
Wait - you guys can see this is a scam when it's ECMA accreditation of U3D, but can't see it's a scam with ECMA accreditation of