Our journey through Virtual Reality, software and HMD’s

Ever since we laid our hands on the original Oculus Rift DK1, we have been interested in the possibilities that Virtual Reality gave us. From the Hardware side the HMD’s (Head Mounted Display’s) have huge growing potential and capabilities to provide a good sense of presence in a virtual world, while form the Software side it could push a different perspective on real time interactivity in the use of applications and games.
We were quite fast to realize that our MassiveEngine was a great fit for Virtual Reality development and implemented working support for the Oculus Rift in a mere 2 weeks time. Throughout the years we have been working with VR from a Research, Content and Software perspective. This post will show our journey and highlights projects we have been working on and decisions we made.

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New website!

Since the beginning of Thorworks we always had a “functional website”, it is time for something fresh!

We will be changing and adding small things over time in the next couple of weeks so stay tuned!
If you encounter any errors of find any mistakes feel free to contact us at info@thorworks.org


MassiveEngine support for Oculus Rift

We are very happy to announce that we have completed full Oculus Rift integration in the MassiveEngine for all current supported platforms (Linux, Mac OSX and Windows)
With this integration, we can provide Oculus support for all projects developed on the MassiveEngine without any hassle.
Due to the Multi-Platform nature, and the possibility of other head mounted displays appearing in the future, we chose to use the Open-Source OpenHMD library which allows us to support every platform and HMD device possible.

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MassiveBlenderWorks Contest Announcement: 23 April 2012

On Monday 23 April 2012, Thorworks will anounce its MassiveBlenderWorks contest.
Thorworks will give a license for one freeware game on an early Alpha of our MassiveEngine, to give the experience of developing multi-platform games with Blender as a total game design suite.
This contest is open for existing or new teams, as long as the 3D creation is done primarily in Blender, and the result is a Freeware game.
The Competition Rules and additional information will be made availble by public announcement.
This is our way of giving back to the incredible Blender community, and we are very interested in what game designs the community can come op with.

Quick website update

Apparently the website had problems with the font rendering on Windows due to some incompatibility of Windows with the used font rendering engine, so we changed to a more default font to fix this issue.

MassiveEngine presentation on Blender Conference 2011 (28-29-30)

With great joy we can announce that we will be giving a presentation on Blender Conference 2011 about our MassiveEngine.
We will talk about how the engine functions, current and future features, do a realtime showcase of a early tech demo and of we will talk about our Blender3D integration.

We are using the magnificent Blender3D software as our entire Game Design tool for the engine, so 3d modeling, animating, creating game worlds, make objects move, assign logic to your content and many more options become a single experience.
We will also talk a little about our Ogre3D core, Bullet Physics engine and our own engine features.

If you are interested in attending the conference, go the Blender Conference Website for more information.
The entire conference (including our presentation) will be streamed Live and be available on our Youtube channel afterwards.

We will announce our specific timeslot when the timetable becomes available.

Working on new product!

Since the beginning of this year, we have been working on a new version of the Massive Engine, but also on a new game!
We are currently preparing a official press announcement which will be released this summer.
Keep an eye on the twitter or the news page for more information.

Gronos is also officially on hold for unknown time.