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OLIVEJune 8th, 2007 |
Forterra Systems has announced OLIVE, an SDK for building virtual worlds.
For those who don’t know the history: once upon a time, there was one company called There, and it made a world called There.com. There had trouble gaining traction with its consumer service, and eventually, there were moves made to shut it down. This despite the fact that it featured, IMHO, some of the best interaction design in social virtual worlds — in some ways, just ahead of its time.
There.com was rescued from oblivion by effectively splitting the company in two; Makena ran There.com as a consumer product, and Forterra took the technology and used it to build military sims for the government, etc. (The original founder, Will Harvey, left all of this behind, and founded IMVU, which has since had stellar success).
Then There.com gained traction after all — first as a teen hangout, then as the white-labeled engine behind Virtual Laguna Beach and The Hills. See? Ahead of its time. What the There platform offered was tailor-made for a pure chat hangout with minor embedded activities: user-content, but a tightly controlled pipeline, high ease of use, built-in physics…
Meanwhile, some of those same reasons made Forterra an attractive platform for training. Among them, features that were complete overkill for consumer applications: a true spherical world, neural net AI, and so on. Given Forterra’s background for the last few years, it’s unsurprising that the press release centers around training applications:
“We are very excited about the release of OLIVE 1.0,” said Forterra’s President, Robert Gehorsam. “This product brings the most compelling on-line capability not only to the military simulation and training community, but also to operational communities. It expands our markets to education, intelligence and virtually any community that requires distributed and networked operational and training collaboration tools.”

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[...] Early this morning I rushed out the news that Forterra had released the OLIVE SDK. Had I waited just two or three hours, however, I would have been able to include this amazing bit of background on the company and their interwoven history with There, courtesy of the games visionary Raph Koster. [...]