by TeslaRus, Cochrane, Gh0stBlade, Lwmte, Saracen, pmatulka & vobject
OpenTomb (previously known as TRE, tr1_engine or TeslaRus engine) is a reimplementation of classic Tomb Raider engines with support of all TR1-5 levels (including custom ones). It is being written from scratch, i. e. it's not a mod, patcher or dll extension of existing engine(s). OpenTomb uses some parts of previously abandoned TR engine clones - particularly OpenRaider and VT project, plus it incorporates some code from Quake Tenebrae project.
- 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!).
- 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 pre-defined item functions!
- BULLET physics engine is another groundbreaking feature, which offers industry standard quality object interactions in real-time. In classic TR levels it can be used for Lara's ponytail, boulders, traps, ropes, particles, vehicles, rigid or soft body dynamics and many 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 has already created Mac port of OpenTomb, and vobject has made code compatible with Linux.
TeslaRus: main developer.
Cochrane: renderer rewrites and optimizing, Mac OS X support.
Gh0stBlade: renderer add-ons, gameflow implementation, state control fix-ups.
Lwmte: state machine and scripting fix-ups, controls, GUI and audio modules.
Saracen: room and static mesh lighting.
pmatulka and vobject: Linux port.
Additional contributions from: godmodder (general help), jack9267 (vt loader optimization), meta2tr (testing and bugtracking), shabtronic (renderer fix-ups) and xythobuz (additional Mac compatibility patches).
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