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<H1>Re: [MUD-Dev] 3D graphics (Was: The impact of the web on muds)</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] 3D graphics (Was: The impact of the web on muds)</LI>
<LI><em>From</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI>
<LI><em>Date</em>: Sun, 15 Feb 98 21:21:28 -0800</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI>
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<PRE>

On 13/02/98 at 04:24 PM, Mike Sellers &lt;mike#online-alchemy,com&gt; said: &gt;At
03:16 PM 2/13/98 PST8PDT, coder#ibm,net wrote:

&gt;&gt;ie Just-In-Time graphics with strong acceptant for latency...  &lt;&lt;Me
&gt;&gt;smelleth an acronym under there&gt;&gt;  Not a bad idea at all.  You essentially
&gt;&gt;convert the client side into a partial and unverifiable DB repository of
&gt;&gt;the world as that client has seen it -- which contains nothing that client
&gt;&gt;has never seen.  it solves many of the update problems (not all alas),
&gt;&gt;removes the requirement for multi-hundred Meg mass D/L's etc.

&gt;We originally planned to do this with M59, but dropped it due to
&gt;programmer and artist constraints.  

I'd thought I'd find one you commercials who had at least started int his
direction.

&gt;The idea works well with a class
&gt;hierarchy: every chest is rendered first as a box, every throne as a
&gt;chair, every monster as a vaguely threatening blob or a humanoid or
&gt;quadruped, etc.  The higher up the class hierarchy you have to go to get
&gt;a local model, the looser the correspondence will be between what the
&gt;user sees at first and the actual item.  Then, if necessary, you can
&gt;download the needed gfx during times of lower bandwidth usage (e.g.
&gt;chatting) so they're around when/if the user sees that entity again.  

Precisely.


&gt;&gt;So y'all are going to be sporting 1GigHz DEC Alpha's in a year or two eh?

&gt;I had a fascinating discussion with a guy from Intel recently.  Roughly,
&gt;their plans (consider how much advance foundry planning alone they have
&gt;to do) say that this Christmas the almost-highest-end consumer machine
&gt;will be a 300MHz Pentium II (really high end is probably a 400 or 450 or
&gt;so). Christmas 1999, probably a 450, with 800s mixed in at the very top
&gt;end. End of the year 2000 you're looking at 800s, 2001 probably 1G to
&gt;1.2GHz machines.  

I've been speaking to a nameless droid who doesn't work for Intel, but is
a thorn in their side (sorry, he said he'd have to kill me).  His basic
prediction was a linear extension from 500MHz for xmas 1998 to 1GigHz by
xmas 2000.  Admittedly he's talking about a higher end than the home
market, but the correspondence in numbers is interesting.

&gt;Somewhere between 2000 and 2003 they go to copper-based
&gt;chips which give another burst of speed (with a simultaneous drop in
&gt;power, heat, and size), and around 2015 or so they go straight to
&gt;laser-based optical chips -- at which point we basically have no clue
&gt;what computing or computer usage will look like.  

The laser curve looks like being a *lot* faster off the starting block. 
It is already beginning to bite.  HP and a few others are already making
laser interfaced NICs using the new silicon cone lasers.  By mid 1999 I
expect to start to see serious discussion of laser based motherboard bus
designs.  

&gt;So: if you're starting on a large project today that is expecting to ship
&gt;for Christmas of 1999 (less than a 24-month cycle), well... you probably
&gt;can't buy the equivalent target consumer machine yet.  Oh, and it's easy
&gt;to scoff at these numbers, but if you look backwards, these are
&gt;completely in line with the physics, marketing, and overall realities of
&gt;computer speeds -- Moore's Law still rules. :)  

Which also suggests, as DASD speeds keep up, that I may also finally get a
solution for my bandwidth problems.

-- 
J C Lawrence                               Internet: claw#null,net
----------(*)                              Internet: coder#ibm,net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...


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<LI><STRONG><A NAME="00455" HREF="msg00455.html">Re: [MUD-Dev] 3D graphics (Was: The impact of the web on muds)</A></STRONG>
<UL><LI><EM>From:</EM> Mike Sellers &lt;mike#online-alchemy,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Moore's Law sucks (was: 3D graphics)</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00469" HREF="msg00469.html">Re: [MUD-Dev] Moore's Law sucks (was: 3D graphics)</A></strong>, 
Mike Sellers <a href="mailto:mike#online-alchemy,com">mike#online-alchemy,com</a>, Sun 15 Feb 1998, 15:31 GMT
</LI>
<LI><strong><A NAME="00503" HREF="msg00503.html">Re: [MUD-Dev] Moore's Law sucks (was: 3D graphics)</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Tue 17 Feb 1998, 00:19 GMT
</LI>
<LI><strong><A NAME="00507" HREF="msg00507.html">Re: [MUD-Dev] Moore's Law sucks (was: 3D graphics)</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Tue 17 Feb 1998, 03:58 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00455" HREF="msg00455.html">Re: [MUD-Dev] 3D graphics (Was: The impact of the web on muds)</A></strong>, 
Mike Sellers <a href="mailto:mike#online-alchemy,com">mike#online-alchemy,com</a>, Sat 14 Feb 1998, 00:25 GMT
<UL>
<LI><strong><A NAME="00482" HREF="msg00482.html">Re: [MUD-Dev] 3D graphics (Was: The impact of the web on muds)</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Mon 16 Feb 1998, 06:47 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00464" HREF="msg00464.html">Re: [MUD-Dev] 3D graphics (Was: The impact of the web on muds)</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 14 Feb 1998, 20:05 GMT
<UL>
<LI><strong><A NAME="00484" HREF="msg00484.html">Re: [MUD-Dev] 3D graphics (Was: The impact of the web on muds)</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Mon 16 Feb 1998, 07:38 GMT
</LI>
<LI><strong><A NAME="00493" HREF="msg00493.html">Re: [MUD-Dev] 3D graphics (Was: The impact of the web on muds)</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 16 Feb 1998, 20:14 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00496" HREF="msg00496.html">Re: [MUD-Dev] 3D graphics (Was: The impact of the web on muds)</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 16 Feb 1998, 22:16 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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