My point is that that statement could be misconstrued, as it is known that the Japanese have had a protectionist mentality in the past about retaining jobs for Japanese. The wording, in my opinion, is ill worded and would better read "Japanese speaker a plus". No one is being hyper-sensitive about it, as I was merely representing that I took the statement to mean something different at first glance and then came to the conclusion that it most likely meant that they where looking for a Japanese speaker, but pointing out that it would most likely go unnoticed even if they where looking for a Japanese only individual, but if you changed that statement to read Caucasian you would have Jessie Jackson on you door step by noon.
It's funny that you call me a racist when you then state "Which are you, whiteboy?", wow you really did not think that one through did you. I was merely pointing out that the statement could be read as discriminatory. Rather it was you who lashed out with an obvious racial attack on my ethnicity.
What's with the "Japanese a plus", for the qualifications? I hope that they are talking about the language and not the ethnicity, because I know if you put Caucasian a plus you would have a shit storm from the equal rights groups.
It's been a while since I worked in 3D, but I used to do a lot of work on simulators as well as some low end training software which used VRML. For the most part, VRML was good but it lacked a lot of foresight and the viewers where atrocious, with the possible exception of Cosmo Worlds. After working with VRML and some other competing products such as Sense 8 WTK/World Up and Eon Reality, it was easy to see where VRML was lacking. The worst being that VRML had no standard API for scene manipulation, physics, events etc. They pretty much fleshed out a thing called the External Authoring Interface which was usually implemented in java and expected the developer to handle all of the other stuff themselves. So if you wanted object to object collision detection you had to pump out all the vertex info via the EAI for the two objects compare them and then pass back in "yep they collided" This was cumbersome and was in stark contrast to the game engines at the time, such as Unreal, where physics etc. where part of the package and could be used easily by making a call to the API. The lack of a supporting API for none scene graph programming pretty much made VRML a scene graph and some animation and timer objects. So a VRML system out of the box was nothing more than a real time rendered of pre-wired animations. To do anything useful you had to build the physics engine, etc. to support it. VRML to me was just an evolution of Open Inventor. To me this was the major reason that VRML failed as it was just too much work to get a project out the door when something as simple as a fire effect would take weeks to implement the first time you needed it.
As a side note, the VRML consortium had so much beaurocracy that they never got another VRML spec out the door until it was way too late.
On the positive side though once you had built a supporting physics engine, effects engine, AI engine you could build some pretty nice sims with VRML but it took a while. Also VRML prototypes where one of the nicest things I have seen in 3D in a while.
My point is that that statement could be misconstrued, as it is known that the Japanese have had a protectionist mentality in the past about retaining jobs for Japanese. The wording, in my opinion, is ill worded and would better read "Japanese speaker a plus". No one is being hyper-sensitive about it, as I was merely representing that I took the statement to mean something different at first glance and then came to the conclusion that it most likely meant that they where looking for a Japanese speaker, but pointing out that it would most likely go unnoticed even if they where looking for a Japanese only individual, but if you changed that statement to read Caucasian you would have Jessie Jackson on you door step by noon.
It's funny that you call me a racist when you then state "Which are you, whiteboy?", wow you really did not think that one through did you. I was merely pointing out that the statement could be read as discriminatory. Rather it was you who lashed out with an obvious racial attack on my ethnicity.
What's with the "Japanese a plus", for the qualifications? I hope that they are talking about the language and not the ethnicity, because I know if you put Caucasian a plus you would have a shit storm from the equal rights groups.
At least he was not using the Parallel port in stroke mode.
take a look at the patent
It's been a while since I worked in 3D, but I used to do a lot of work on simulators as well as some low end training software which used VRML. For the most part, VRML was good but it lacked a lot of foresight and the viewers where atrocious, with the possible exception of Cosmo Worlds. After working with VRML and some other competing products such as Sense 8 WTK/World Up and Eon Reality, it was easy to see where VRML was lacking. The worst being that VRML had no standard API for scene manipulation, physics, events etc. They pretty much fleshed out a thing called the External Authoring Interface which was usually implemented in java and expected the developer to handle all of the other stuff themselves. So if you wanted object to object collision detection you had to pump out all the vertex info via the EAI for the two objects compare them and then pass back in "yep they collided" This was cumbersome and was in stark contrast to the game engines at the time, such as Unreal, where physics etc. where part of the package and could be used easily by making a call to the API. The lack of a supporting API for none scene graph programming pretty much made VRML a scene graph and some animation and timer objects. So a VRML system out of the box was nothing more than a real time rendered of pre-wired animations. To do anything useful you had to build the physics engine, etc. to support it. VRML to me was just an evolution of Open Inventor. To me this was the major reason that VRML failed as it was just too much work to get a project out the door when something as simple as a fire effect would take weeks to implement the first time you needed it. As a side note, the VRML consortium had so much beaurocracy that they never got another VRML spec out the door until it was way too late. On the positive side though once you had built a supporting physics engine, effects engine, AI engine you could build some pretty nice sims with VRML but it took a while. Also VRML prototypes where one of the nicest things I have seen in 3D in a while.