XML Game Consortium

It seems to me that this project is intended to build on a set of existing standards, so it would help me to see a diagram of how these standards fit together. Perhaps something like the following:

Except that it needs to show better:

What would be good is, if you could draw a diagram showing all the blocks involved with developing and running a game (perhaps a more complete version of the diagram below) and then to overlay the above standards on them to see where the gaps and overlaps are.

This diagram is not complete, it is just intended to show a possible top level partitioning of functionality for game standards.

The blocks above would depend on the blocks below them, so it is a 7-layer model!

It would also be interesting to see where the gaps are in the existing standards. For instance, X3D seems to have physical shape modelling, and some very low level event modelling, then it has some quite high level stuff like battlefield simulation (I guess that’s where the money is) and human animation. It seems to me that there are several layers missing in between, such as physics simulation (I guess this is because physics is hard to do). This seems to lead to problems, such as placing physics information (such as mass) in the human animation part of the framework but not for other shapes.

Also since all this starts to sound very complicated, will there be cut down versions of the standard (profiles) ? for specific types of games, for example could you fill in a table like this:

  Geospacial Human Animation Physics AI state tables  
Abstract Board Game            
Real Time Strategy            
Role Playing Game            
Role Playing Strategy            
Turn Based Strategy            

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Book Shop - Further reading.

Where I can, I have put links to Amazon for books that are relevant to the subject, click on the appropriate country flag to get more details of the book or to buy it from them.

cover This book introduces 3D concepts, VRML, Java3D, MPEG4/BIFS, and X3D. It is a very good introduction to the theory, The writers have an in depth knowledge due to their involvement in the standards making. This is a good book to help you choose which 3D open standards to use and to give you a good insight into these standards. It is probably not for those who want a basic introduction to 3D or for these who want a step-by-step programming in 3D book.

Commercial Software Shop

Where I can, I have put links to Amazon for commercial software, not directly related to this site, but related to the subject being discussed, click on the appropriate country flag to get more details of the software or to buy it from them.


cover Dark Basic Professional Edition - It is better to get this professional edition

cover This is a version of basic designed for building games, for example to rotate a cube you might do the following:
make object cube 1,100
for x=1 to 360
rotate object 1,x,x,0
next x

cover Game Programming with Darkbasic - book for above software

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