[REQUEST] OpenTomb - Tomb Raider classic game engine as libretro core?
OpenTomb classic Tomb Raider 1-5 reverse engineered open-source engine as a libretro core would maybe be nice so it could then be ported to Kodi-Game/RetroPlayer?

OpenTomb ( opentomb.org ) - Cross-platform C++ open source engine for OpenGL

Alternative is OpenLara - Cross-platform C++ open source engine for WebGL, though while only partially supporting TR1 has benefit of already being ported to libretro.
basic glue setup, https://github.com/notspiff/game.libretro.openlara
Cool! If I understand correctly OpenLara only support the first (original) Tomb Raider, while OpenTomb also supports Tomb Raider 1 - 5.

OpenTomb would be even cooler though as it supports a more complexed physics engine with support of IK and complex meshes like in AOD. So you could say that OpenLara is more true to the original Tomb Raider, and OpenTomb is a rewrite that is how you remember the Tomb Raider classics?


OpenTomb Features:
  • Integrated LUA scripting: lately LUA became de-facto standard for game scripting because of its easiness and features. It is used by OpenTomb for flexible item, trigger and general gameplay programming on a per-level basis. Meaning, you can easily re-program ANY item or trigger for any level. Say goodbye to hardcoded item and trigger functions!
  • Shader-based rendering: OpenTomb does not use fixed-function pipeline for rendering, instead opting for shader-based pipeline. It means that engine takes full advantage of modern video chipset features - currently, it allows shader-based skinning, underwater effects and pixel lighting!
  • Completely different collision approach: engine uses special terrain generator to make every room's optimized collisional mesh from floordata. As for static mesh and movable collision - it is calculated on the fly and is not taken from pre-defined bounding boxes. Simply said,
  • OpenTomb sees no difference between room, static mesh and object collision, and allows standing / climbing / etc. on any surface, including static meshes and movables (even enemies!).
  • BULLET physics engine is another groundbreaking feature, which offers industry standard quality object interactions in real-time. In
  • OpenTomb, it is used for Lara's ponytail, boulders and other traps, as well as ragdoll death animations. In the future, Bullet will be used for ropes, particles, weather effects, and maybe something more.
  • Advanced audio engine: PC versions of Tomb Raider had no environmental audio effects, like echo, reverb or occlusions. OpenTomb successfully reimplements all these, plus air absorption effect and underwater low-pass filter! Soundtrack player uses three-channel automatic handling, which allows to play background ambience, action music and speech all at the same time without interruptions!
  • Cross-platform compatibility: OpenTomb is being written in C++ using unified interfaces like SDL 2.0, OpenGL and OpenAL, so it can be made compatible with any common platform, like Linux or Mac. Currently, Cochrane already made Mac port of OpenTomb, and vobject has made code compatible with Linux.

OpenLara is a newer project but also thus not so far ahead:


I read above that both projects are written from scratch and don't share any code with each other or the closed source game from Eidos.
there is no opentomb retro core to write glue for.
OpenLara is also planned to support TR 1-5, but it's still in development and not even Tomb Raider 1 is fully playable yet.

And actually OpenTomb is also still under development, but OpenLara appears to be progressing faster (and it adds a lot of eye candy, I don't think staying true to the original is necessarily the goal).

For more info: http://www.tombraiderforums.com/showthread.php?t=216618
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[REQUEST] OpenTomb - Tomb Raider classic game engine as libretro core?00