OpenMW
Stable release | 0.37.0 [1]
/ November 30, 2015 |
---|---|
Repository | |
Written in | C++ |
Platform | Cross-platform |
Type | Game engine |
License | GNU General Public License (version 3 or later) |
Website | OpenMW |
OpenMW is a free, open source [2] and modern game engine which reimplements the one that runs the 2002 open-world RPG Morrowind. [3] The engine comes with its own editor, called OpenMW-CS, which will allow the user to create and edit their own original games. [4] [5]
OpenMW does not recreate game assets, such as art, textures, music, and other Bethesda copyrighted material. It is therefore necessary to own a copy of Morrowind to legally play the game with OpenMW. [3] There are however existing free assets such as the OpenMW-Template project which gives game developers a working base for creation of their own game.[6] Another project exists, OpenMW-Example-Suite is a free and DFSG compatible stand-alone game which will be used to demonstrate what OpenMW is capable of.[7][8] It is also possible to operate the OpenMW-CS tool without the need for any third-party assets.
History
The first public release of OpenMW was version 0.1.0 in June of 2008. [9] The original developer was Nicolay Korslund, who left the project early on. At that point the leadership passed to Marc Zinnschlag, who remains project lead in 2015. [10]
Rendering engine switch
OpenMW initally used Ogre3D for rendering. With the release of version 0.37.0 Ogre3D was replaced with OpenSceneGraph, due to concerns about the direction of future Ogre3D development. [11] This switch brought with it significant performance improvements and fixed several long standing issues. [12]
Components and technologies used by OpenMW/OpenMW-CS
OpenMW is built with various open source tools and libraries:
- Programming language: C++
- Graphics: Open Scene Graph
- Physics: Bullet
- Sound: OpenAL-Soft
- GUI: MyGUI
- Input: SDL2
OpenMW's launcher and OpenMW-CS uses Qt.
Project Goals
- Be a full-featured re-implementation of the Morrowind engine.
- Run natively on Windows, Linux and Mac OSX.
- Support all existing content, including Tribunal, Bloodmoon and all user created mods (in case they don’t use external programs).
- Allow much greater modability: change game rules, create new spell effects, etc. through scripting.
- Fix system design bugs, like save-game “doubling” problem.
- Improved the interface and journal system.
- Improved graphics by taking advantage of more modern hardware.
- Improved game mechanics, physics, combat and AI.
See also
References
- ^ OpenMW at GitHub
- ^ http://www.rockpapershotgun.com/2014/01/15/openmw-brings-morrowind-to-cross-platform-engine/
- ^ a b http://www.pcgamer.com/morrowind-getting-an-engine-overhaul-through-openmw/
- ^ https://openmw.org/faq/
- ^ https://www.gamingonlinux.com/articles/openmw-v0270-released-and-a-sneak-peek-on-opencs.2770
- ^ https://github.com/OpenMW/openmw-template
- ^ https://forum.openmw.org/viewtopic.php?f=27&t=2522&p=28449
- ^ https://forum.openmw.org/viewtopic.php?f=20&t=1544&p=16172
- ^ https://wiki.openmw.org/index.php?title=Project_History
- ^ https://www.socallinuxexpo.org/scale12x/presentations/openmw.html
- ^ http://scrawl.bplaced.net/blog/?p=178
- ^ https://phoronix.com/scan.php?page=news_item&px=OpenMW-0.37-Released