OpenMW is a new game engine for Morrowind. It is open source, cross platform (currently supporting OS X, Linux, and Windows), and written in pure c++. We are designing an engine that runs faster, is vastly more modifiable, and fixes some of design problems of Morrowind's engine. We want to preserve Morrowind and provide modders a better engine and tool kit for creating their works. While Bethesda will not release the Morrowind's formulas to us, they encourage our project and we in turn actively encourage our users to purchase Morrowind on Steam. So don't worry; we're not out to destroy Bethesda Softworks.
Why would you care about OpenMW?
First, we are already making some visual improvements over vanilla Morrowind. Second, we're open source. If you make a mod you will be able to look and understand (and change!) what the engine itself is doing. Those annoying engine bugs and design decisions can literally be fixed by modding projects! Third, we are designing the engine to take advantage of more modern hardware so if you go back to play Morrowind you should eventually get better fps.
We are seeking individuals who are familiar with:
Bullet physics library
Netimmerse/Gamebryo engine (especially Morrowind)
Reverse engineering gameplay formulas
Primary Goal: Our initial goal is to create a functioning engine for playing Morrowind, Tribunal, Bloodmoon, and all user created mods. This will be version 1.0 of OpenMW and it is our team's most important goal. We are past the halfway point to 1.0.
Future Goals (post 1.0):
Allow much greater modability: change game rules, create new spell effects, etc through advanced scripting.
Fix system design bugs, like the “dirty” GMST entries in mods, and the savegame “doubling” problem.
Continue improving performance
Improve the interface and journal systems.
(Possibly) Improve game mechanics, physics, combat and AI.
(Possibly) Improve graphics to use more modern hardware.
OpenMW is released under the GNU General Public License version 3, and all source code has been written completely from scratch. It is built on various other open source tools, most notably OGRE for graphics, and Bullet for collision (and possibly physics).
It is also possible that developers outside of our team could make multiplayer.
OpenMW is in the intermediate stage. There is terrain, cell, and water rendering as well as collisions and animations. We recently merged our new shader library into the engine. Some work has been done on playable elements. We are at the point where we can now begin implementing many skills, attributes, and abilities. We hope to have the game playable between a year and a year and a half from now.
Below is the new water shader made possible by our new shader library. It will be available in version 0.17.0
What Technologies Does OpenMW Use?
OpenMW is built with various open source tools and libraries:
Programming language: C++
Sound: OpenAL and Audiere
The ESM/ESP and BSA loading code was written from scratch, but with much help from available community-generated documentation.
Likewise, the NIF (proprietary 3D mesh) loading code was written with the help of available online information. Special thanks to the NIFLA / NifTools gang!
(For an additional list of the technologies in use, see Development Environment Setup: Third-Party Libraries and Tools.)
How Do I Help?
Join the official OpenMW forum and visit our #openmw IRC channel at FreeNode. Spread the word that OpenMW could became a much more malleable than Skyrim in many ways and that we need help! We always need programmers and passionate individuals! Checking out our Issue Tracker and submitting a patch for a bug is a good way to get started. Bug hunting is also very helpful for the project.
Where to Find Us:
Official Youtube Channel
For New Developers
New Non-Coder Team Members
Chat @freenode Freenode.net #openmw
Edited by OpenMW, 02 August 2012 - 12:32 AM.