
About
OpenTomb targets the classic-era Tomb Raider games (1–5); the project notes that attempts to obtain the original engine source from Eidos/Core were unsuccessful. OpenTomb is an open-source re-implementation of the classic Tomb Raider engine, written from scratch to play levels from Tomb Raider 1–5 as well as custom TRLE levels. It uses OpenGL, OpenAL, SDL and Bullet Physics, runs on Windows, Mac and Linux, and is now marked inactive and no longer maintained.
How it differs from the original
OpenTomb uses a completely different collision system, supports variable frame rates rather than the original 30fps cap, and moves entity behavior into Lua scripts instead of hardcoding it. It also enables abandoned and unused features from the original engine, such as unused items and hidden PSX-specific level data.
Getting started
You need the data folders from your own copies of the games (retail CDs or Steam/GOG), plus soundtracks converted to OGG and optional loading-screen packs, placed in the matching data directories. Build it with CMake (or Code::Blocks/Netbeans on Windows, Xcode on Mac), then pick levels from the in-game console with a command such as setgamef(3, 2).
History
The authors created it because the original games increasingly struggle to run on newer operating systems, and because patchers for the original engine are limited by working on the original binary.
Known limitations
- project_status: Project is inactive and no longer maintained.
Media
Additional notes
- Successor
- The project's own readme recommends TombEngine as an actively developed alternative.
- Code origins
- OpenTomb reuses some legacy routines from the unfinished OpenRaider and VT projects, plus some code from Quake Tenebrae.
- License
- Distributed under LGPLv3.