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OpenMW

OpenMW
Tes3Mod-logo-OpenMW.png
OpenMW with example suit 2.png
Initial release 0.1.0 / June 1, 2008; 9 years ago (2008-06-01)
Stable release
0.42.0 / August 1, 2017; 3 months ago (2017-08-01)
Repository github.com/OpenMW/openmw
Development status Active
Written in C++
Platform Cross-platform
Type Game engine
License GNU General Public License (version 3 or later)
Website openmw.org

OpenMW is an open-source, free-softwaregame engine that reimplements the one powering Bethesda Softworks' 2002 open-world role-playing game Morrowind. As a game engine recreation, it relies on but does not include the original assets of the game, such as art, textures, music, and other Bethesda-copyrighted material, meaning a copy of the original game (in any edition, including the Game of the Year Edition) is required to play Morrowind in OpenMW. Side projects have been started to create free assets to accompany OpenMW, and the OpenMW-CS content-development tool can also be used without the need for any third-party assets.

The project aims to address issues with the original engine, as Morrowind has had no support or bug-fix updates for many years. The engine is programmed in C++ and uses the Bullet physics engine, OpenAL-Soft for audio, MyGUI for window widgets, and SDL 2 for input. The launcher and OpenMW-CS tool use Qt for their graphical user interfaces. All the quests and other character choices of Morrowind and its official expansions and add-ons are fully playable in OpenMW, as are many third-party mods.

The first public release of OpenMW was version 0.1.0 in June 2008, initially using Ogre3D for rendering.

The original lead developer, Nicolay Korslund, left the project early on but passed his roles to Marc Zinnschlag, who continues to lead the project in 2017.

With the release of version 0.37.0, Ogre3D was replaced with OpenSceneGraph due to concerns about the future direction of Ogre3D's development. This switch brought significant performance improvements and fixed several long-standing issues in the engine.


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