OpenTomb is a cross-platform reimplementation of classic Tomb Raider 1—5 engines that were developed by now defunct Core Design. It is not a patcher or DLL extension of already existing engines.
The project does not use any old Tomb Raider source code, because all attempts to retrieve sources from Eidos / Core were in vain, despite many petitions by the community. Instead, everything is being developed completely from scratch.
However, we're extensively using official and unofficial editing tools, as well as bits of original debug mappings to restore and reverse-engineer game mechanics.
OpenTomb supports level files from all retail Tomb Raider PC versions. Additionally, demo versions of TR1-4 are partially supported. Aside from this, it supports custom levels built with TRLE and Dxtre3d level editors. However, it doesn't support encrypted NGLE levels.
Last year was kind of a hard time for OpenTomb, cause we had unsuccessful attempt of engine "c++fication" and, as result, forking into two branches - main one (which was abandoned for almost 6 months) and so called "Edison" branch, which is maintained by Steffen Ohrendorf.
Fortunately, now we have our main programmer, TeslaRus, back in business, and also there are some very good news regarding AI development progress! Gh0stBlade has already done basic pathfinding system, meaning that finally, after 3 years of development, we have some enemies moving and chasing Lara!
Of course, we still need proper scripts and state controllers for NPC. Let's keep fingers crossed and hope that we'll get some really cool features for Tomb Raider's 20th anniversary!
Lots of things happened in our community lately - thanks to our new contributors, engine development entered into rapid development phase. In the last...
After long delay, we introduce three milestones at once: new collision approach, which resembles classic (yet optimized) Tomb Raider room collision, quicksand...
At last, OpenTomb now features actual triggers and interactive keyholes and puzzleholes.