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	<title>Comments on: ActiveWorlds embeds on Facebook</title>
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	<link>http://www.raphkoster.com/2007/11/01/activeworlds-embeds-on-facebook/</link>
	<description>Raph Koster's personal website: MMOs, gaming, writing, art, music, books</description>
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		<title>By: Playing games with Facebook: the future of virtual worlds &#124; Games &#124; Guardian Unlimited</title>
		<link>http://www.raphkoster.com/2007/11/01/activeworlds-embeds-on-facebook/comment-page-1/#comment-129785</link>
		<dc:creator>Playing games with Facebook: the future of virtual worlds &#124; Games &#124; Guardian Unlimited</dc:creator>
		<pubDate>Thu, 15 Nov 2007 19:01:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.raphkoster.com/2007/11/01/activeworlds-embeds-on-facebook/#comment-129785</guid>
		<description>&lt;!--%kramer-ref-pre%--&gt;[...] this be the bridge between social networks and the 3D web? It is a pretty prescient move. As one of Raphs&#039; commentators says, &quot;Platforms for development seems to be the buzzmeme du jour.&quot; I&#039;m very curious to see how [...]&lt;!--%kramer-ref-post%--&gt;</description>
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<p><!--%kramer-ref-pre%-->[...] this be the bridge between social networks and the 3D web? It is a pretty prescient move. As one of Raphs&#8217; commentators says, &#8220;Platforms for development seems to be the buzzmeme du jour.&#8221; I&#8217;m very curious to see how [...]<!--%kramer-ref-post%--></p>
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		<title>By: Prokofy Neva</title>
		<link>http://www.raphkoster.com/2007/11/01/activeworlds-embeds-on-facebook/comment-page-1/#comment-129504</link>
		<dc:creator>Prokofy Neva</dc:creator>
		<pubDate>Sat, 03 Nov 2007 04:30:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.raphkoster.com/2007/11/01/activeworlds-embeds-on-facebook/#comment-129504</guid>
		<description>I&#039;d like to be able to know whether the FB tie-in with AW is actually a function where you enter the world and start building right out of your Facebook page, or whether it&#039;s more like the SL/FB tie-in widget, where you merely see which of your friends are online and have a picture of your avatar.</description>
		<content:encoded><![CDATA[<p>I&#8217;d like to be able to know whether the FB tie-in with AW is actually a function where you enter the world and start building right out of your Facebook page, or whether it&#8217;s more like the SL/FB tie-in widget, where you merely see which of your friends are online and have a picture of your avatar.</p>
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		<title>By: Kim</title>
		<link>http://www.raphkoster.com/2007/11/01/activeworlds-embeds-on-facebook/comment-page-1/#comment-129442</link>
		<dc:creator>Kim</dc:creator>
		<pubDate>Thu, 01 Nov 2007 22:16:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.raphkoster.com/2007/11/01/activeworlds-embeds-on-facebook/#comment-129442</guid>
		<description>Worth reading Andreesen&#039;s latest post on the Open Social stuff. Nothing like the Facebook threat to get a coalition of otherwise-competitors to play nice together.</description>
		<content:encoded><![CDATA[<p>Worth reading Andreesen&#8217;s latest post on the Open Social stuff. Nothing like the Facebook threat to get a coalition of otherwise-competitors to play nice together.</p>
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		<title>By: Raph</title>
		<link>http://www.raphkoster.com/2007/11/01/activeworlds-embeds-on-facebook/comment-page-1/#comment-129436</link>
		<dc:creator>Raph</dc:creator>
		<pubDate>Thu, 01 Nov 2007 20:05:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.raphkoster.com/2007/11/01/activeworlds-embeds-on-facebook/#comment-129436</guid>
		<description>&lt;blockquote&gt;Will respond to the standards topic at 3DCheap later. Trying to push software out the door to demo today. We’re not that far apart except my view of history is a bit different and I don’t know how one guarantees lifecycle by splitting the behaviors from the objects.&lt;/blockquote&gt;

I don&#039;t think we are that far apart either.

As far as lifecycle -- if there&#039;s one guarantee, it&#039;s that underlying behavior is less likely to become obsolete than rendering. A huge huge amount of behavior is not even visible. AI apps, database integration, web interoperation, user interface and interaction (not necessarily the visuals, but the actual inputs and outputs)... all that stuff can and should be abstracted and written in something that is already widely used. That gives it the best shot at having long lifecycles -- and makes it portable too.

Rendering just mnvoes so fast that tying to any one format or even expecting it to have a long life feels like King Canute.</description>
		<content:encoded><![CDATA[<blockquote><p>Will respond to the standards topic at 3DCheap later. Trying to push software out the door to demo today. We’re not that far apart except my view of history is a bit different and I don’t know how one guarantees lifecycle by splitting the behaviors from the objects.</p></blockquote>
<p>I don&#8217;t think we are that far apart either.</p>
<p>As far as lifecycle &#8212; if there&#8217;s one guarantee, it&#8217;s that underlying behavior is less likely to become obsolete than rendering. A huge huge amount of behavior is not even visible. AI apps, database integration, web interoperation, user interface and interaction (not necessarily the visuals, but the actual inputs and outputs)&#8230; all that stuff can and should be abstracted and written in something that is already widely used. That gives it the best shot at having long lifecycles &#8212; and makes it portable too.</p>
<p>Rendering just mnvoes so fast that tying to any one format or even expecting it to have a long life feels like King Canute.</p>
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		<title>By: rootdown</title>
		<link>http://www.raphkoster.com/2007/11/01/activeworlds-embeds-on-facebook/comment-page-1/#comment-129433</link>
		<dc:creator>rootdown</dc:creator>
		<pubDate>Thu, 01 Nov 2007 18:32:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.raphkoster.com/2007/11/01/activeworlds-embeds-on-facebook/#comment-129433</guid>
		<description>I&#039;d like to know on what planet the activeworlds .rwx and .seq file formats are standard or open.  I build stuff for the activeworlds platform daily and the learning curve and number of steps necessary to bring objects in-world is ridiculous.  

The only existing software applications that I know of that can be used to generate .seq animations (the only way to animate an avatar in AW) are Credo Life Forms, which has long since stopped being developed, and even then only through a similarly unsupported and outdated file compatibility plugin, and Accutrans, a file conversion utility without any animation tools of its own.</description>
		<content:encoded><![CDATA[<p>I&#8217;d like to know on what planet the activeworlds .rwx and .seq file formats are standard or open.  I build stuff for the activeworlds platform daily and the learning curve and number of steps necessary to bring objects in-world is ridiculous.  </p>
<p>The only existing software applications that I know of that can be used to generate .seq animations (the only way to animate an avatar in AW) are Credo Life Forms, which has long since stopped being developed, and even then only through a similarly unsupported and outdated file compatibility plugin, and Accutrans, a file conversion utility without any animation tools of its own.</p>
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		<title>By: Len Bullard</title>
		<link>http://www.raphkoster.com/2007/11/01/activeworlds-embeds-on-facebook/comment-page-1/#comment-129431</link>
		<dc:creator>Len Bullard</dc:creator>
		<pubDate>Thu, 01 Nov 2007 17:41:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.raphkoster.com/2007/11/01/activeworlds-embeds-on-facebook/#comment-129431</guid>
		<description>Let&#039;s see how the Google SN coalition stacks up.  Platforms for development seems to be the buzzmeme du jour.  Standards can make a difference there.

Will respond to the standards topic at 3DCheap later.  Trying to push software out the door to demo today.  We&#039;re not that far apart except my view of history is a bit different and I don&#039;t know how one guarantees lifecycle by splitting the behaviors from the objects.

Haggar&#039;s push to the OpenAjax model for the IP participation agreement is the most interesting development at VWInterop. Them that understand the legalese should be looking at that hard.</description>
		<content:encoded><![CDATA[<p>Let&#8217;s see how the Google SN coalition stacks up.  Platforms for development seems to be the buzzmeme du jour.  Standards can make a difference there.</p>
<p>Will respond to the standards topic at 3DCheap later.  Trying to push software out the door to demo today.  We&#8217;re not that far apart except my view of history is a bit different and I don&#8217;t know how one guarantees lifecycle by splitting the behaviors from the objects.</p>
<p>Haggar&#8217;s push to the OpenAjax model for the IP participation agreement is the most interesting development at VWInterop. Them that understand the legalese should be looking at that hard.</p>
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		<title>By: Web 2.0 - Social Media - Internet News - Blogging &#187; ActiveWorlds embeds on Facebook</title>
		<link>http://www.raphkoster.com/2007/11/01/activeworlds-embeds-on-facebook/comment-page-1/#comment-129430</link>
		<dc:creator>Web 2.0 - Social Media - Internet News - Blogging &#187; ActiveWorlds embeds on Facebook</dc:creator>
		<pubDate>Thu, 01 Nov 2007 16:44:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.raphkoster.com/2007/11/01/activeworlds-embeds-on-facebook/#comment-129430</guid>
		<description>[...] Rick Broida wrote an interesting post today onHere&#8217;s a quick excerptBut it’s certainly orders of magnitude more complex than what a Facebook user typically encounters. It’ll be interesting to see what the adoption is like given that the most popular “virtual space” app on Facebook is this. &#8230; [...]</description>
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<p>[...] Rick Broida wrote an interesting post today onHere&#8217;s a quick excerptBut it’s certainly orders of magnitude more complex than what a Facebook user typically encounters. It’ll be interesting to see what the adoption is like given that the most popular “virtual space” app on Facebook is this. &#8230; [...]</p>
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