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OpenMW

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OpenMW
Stable release
0.37.0 [1] / November 30, 2015; 8 years ago (2015-11-30)
Repository
Written inC++
PlatformCross-platform
TypeGame engine
LicenseGNU General Public License (version 3 or later)
WebsiteOpenMW

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:

OpenMW's launcher and OpenMW-CS uses Qt.

Project Goals

  • Be a full-featured re-implementation of the Morrowind engine.
  • Be able to create and build your own game from scratch, free of Bethesda's IP.
  • 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.

Planned for post 1.0

  • Multiplayer support [13]
  • Additional platform support, such as Android.[14]

See also

References