
That's a great idea ... Real, and I fully agree with it
And this idea brings me to that other thing, I guess :
In VRML ... well, let's say in the "Blaxxun Demo Srever" we meet several different ways of World-Creation :
1 ) People starting with 3-D creation from within VRML ... well, I mean : making some cubes, some spheres, applying some textures ... making some script ....
2) ... 3) ... 4) ... 5) ... ... ... 179) ... several stages inbetween the previous one and the last one
180) People dominating 3D creation Tools ... like Max or Maya or others ... knowing how to create on those tools for having a better VRML output (knowing vrml's limitations and workarounds) ... using a good exporter, knowing how to fix all the building/scripting bugs of the exporter, knowing how to optimize all the geometric part, knowing how to edit all that output inside a vrml/text-editor to make it even more interactive ...
After a few months (well, not much more than two years) having an insight at that nice realtime/web based 3d-scene, I must say, that the best vrml worlds i have ever seen, they come from people which have done very nice (professional) stuff on "rendered" 3D (i use that as an opposite to realtime ... dunno if it's the right term) or guys comming from lower languages... let's say c+ on directX or stuff like that... may be they know what a stupid engine like a vrml-viewer is able to show.
To get it really good looking, I guess they need to know a lot about vrml, but the big qualitative difference, comes from their 3d skills.
So, McFly, be welcome ... I guess you are about to reach stage 180 on the scale.
It's my own oppinion ... and I am talking from within stage 7 ... heheh.
Greets,
Peter

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