From: roskos@telerobo.rutgers.edu (Roskos) Subject: Re: TECH/PHIL: World Descriptions Date: 3 Jul 92 06:42:59 GMT Organization: Rutgers Univ., New Brunswick, N.J. [ a great deal of stuff deleted ... ] Well, there certainly were a great many questions asked. But many of the questions inter-relate to one another, and a solution to one would imply an approach to solving the others. I have recently addressed many of these questions recently. The ultimate answer I derived was that there is no single best answer to how a virtual reality simulation should be set up. For instance, some simulations would benefit from centralization (of control and data), and some wouldn't. In fact, a variable degree of centralization is the best. This centralization should be divided along types of data and types of control. Objects should tend towards being more generic than specific since no one wants to write new code for each new object. A mixture of TCP and UDP connections should be implemented for network communications as no one is necessarily the best to use. I have submitted an article for publication in the Journal of Parallel and Distributed Computing, Special Issue on simulation, in which I outlined a description language specifically to describe a virtual world. The language addresses machine and device availability and allocation. Simulation-time management of devices and object-to-machine bindings is, however, not as easy to describe. As I have not received feedback yet from the editors of the journal, I am hesitant about distributing any copies. But I would enjoy and participate in discussions about these topics in this newsgroup.