This fork of the original OpenRCT2 repository is an open-source attempt at running OpenRCT2 in a 3D game engine.
#3: Three Monkeys Park onride (30th of May)
#2: Diamond Heights (3th of May)
#1: Iceberg Islands (22nd of April)
As of now there are no release builds yet, because the project is still very much in alpha stage.
To get it running inside of Unity, you need the following prerequisites:
- Everything mentioned in OpenRCT2's original building prerequisites.
- Unity Editor version LTS 2021.3.1f1.
Note: only the Windows setup has been tested.
- Follow the steps in compiling and running chapter for OpenRCT2.
- Make sure to set the target platform to x64 if you have a 64-bit OS! (As explained in the paragraph after step 4 in the linked chapter.)
- It is not necessary to run OpenRCT2.
- Open openrct2.sln in Visual Studio 2022.
- Find the
openrct2-bindings
project in the Solution Explorer and build it. (If it doesn't build, you messed something up in the previous steps.) - Start the Unity Editor and navigate to wherever you cloned the repository.
- Open the project in this directory:
/src/openrct2-unity/
- Once Unity has launched with the project, go to the 'Scenes' folder in the Project window and open ParkScene.
- Select the OpenRCT2 object in the Hierarchy and copy/paste the full path(s) of your RCT game(s) into the correct fields in the Inspector.
- OpenRCT2 data path: data folder for OpenRCT2 data, like new sprites objects. This should be set to use the repository's data path automatically, but can be changed if you know what you are doing.
- RCT2 path: points to where RCT2 base game is installed, e.g.
C:/Games/Rollercoaster Tycoon 2
. Required for showing sprites. - RCT1 path: points to where RCT1 game is installed, e.g.
C:/Games/Rollercoaster Tycoon 1
. Required for showing RCT1 sprites, if the park has any. - Parks path: the folder where to load parks from. Defaults to a folder in the repository, but can be changed to another folder.
- Select a park from the dropdown box.
- Press the Play button at the top of the editor.
When the Unity editor is in playmode, the controls for the camera are as follows:
- Hold right mouse button + move mouse: rotate the camera.
- Hold middle mouse button + move mouse: pan the camera.
- Arrow keys or WASD keys: pan the camera faster.
- Scroll mouse wheel: zoom in and out.
- Numpad plus: make the game run twice as fast.
- Numpad minus: make the game run twice as slow.
OpenRCT2 is an open source C++ project, which allows easy forking and extending the project. Internally this project is seperated into a few different subprojects, all found in the /src/
folder. The interesting one of the bunch is the static library project called libopenrct2
, because it contains all the code to run logic of the game.
This fork adds two more projects to the mix: openrct2-bindings
and openrct2-unity
:
openrct2-bindings
importslibopenrct2
and adds bindings for useful functions within OpenRCT2. These functions together with the static library are then exported as a C++ Dynamicly Linked Library (DLL) for use elsewhere.openrct2-unity
is the Unity C# project. The DLL is imported into this project and its C++ functions are then marshalled through Platform Invoke, which is a technology which allows me to call unmanaged C++ libraries from managed C# .NET Framework code.
From there on, the C# code can call the right functions to start the game, load any park and retrieve information about said park, like where it's scenery, rides and peeps are. All this information is then displayed in Unity in real-time, while libopenrct2
runs doing all the logic of the game in the background.
Since this is my work in progress pet project, the code is subject to random changes. I'm open to contributions but it would be benefitial for both of us to let me know via message (over Discord or Youtube). :D
An open-source re-implementation of RollerCoaster Tycoon 2, a construction and management simulation video game that simulates amusement park management.
Latest release | Latest development build |
---|---|
Chat takes place on Discord. You will need to create a Discord account if you don't yet have one.
If you want to help make the game, join the developer channel.
If you need help, want to talk to the developers, or just want to stay up to date then join the non-developer channel for your language.
If you want to help translate the game to your language, please stop by the Localisation channel.
Language | Non Developer | Developer | Localisation | Asset Replacement |
---|---|---|---|---|
English | |
|
||
Nederlands |
- 1 - Introduction
- 2 - Downloading the game (pre-built)
- 3 - Building the game
- 3.1 - Building prerequisites
- 3.2 - Compiling and running
- 4 - Contributing
- 4.1 - Bug fixes
- 4.2 - New features
- 4.3 - Translation
- 4.4 - Graphics
- 4.5 - Audio
- 4.6 - Scenarios
- 5 - Licence
- 6 - More information
- 7 - Sponsors
OpenRCT2 is an open-source re-implementation of RollerCoaster Tycoon 2 (RCT2). The gameplay revolves around building and maintaining an amusement park containing attractions, shops and facilities. The player must try to make a profit and maintain a good park reputation whilst keeping the guests happy. OpenRCT2 allows for both scenario and sandbox play. Scenarios require the player to complete a certain objective in a set time limit whilst sandbox allows the player to build a more flexible park with optionally no restrictions or finance.
RollerCoaster Tycoon 2 was originally written by Chris Sawyer in x86 assembly and is the sequel to RollerCoaster Tycoon. The engine was based on Transport Tycoon, an older game which also has an equivalent open-source project, OpenTTD. OpenRCT2 attempts to provide everything from RCT2 as well as many improvements and additional features, some of these include support for modern platforms, an improved interface, improved guest and staff AI, more editing tools, increased limits, and cooperative multiplayer. It also re-introduces mechanics from RollerCoaster Tycoon that were not present in RollerCoaster Tycoon 2. Some of those include; mountain tool in-game, the "have fun" objective, launched coasters (not passing-through the station) and several buttons on the toolbar.
OpenRCT2 requires original files of RollerCoaster Tycoon 2 to play. It can be bought at either Steam or GOG.com. If you have the original RollerCoaster Tycoon and its expansion packs, you can point OpenRCT2 to these in order to play the original scenarios.
Our website offers portable builds and installers with the latest versions of the master
and develop
branches. There is also a launcher available for Windows and Linux that will automatically update your build of the game so that you always have the latest version.
Alternatively to using the launcher, for most Linux distributions, we recommend the latest Flatpak release. When downloading from Flathub, you will always receive the latest updates regardless of which Linux distribution you use.
Some Linux distributions offer native packages:
- Arch Linux: openrct2 latest release (
extra
repository) and, alternatively, openrct2-git (AUR) - Gentoo (main portage tree): games-simulation/openrct2
- NixOS (
nixos-unstable
channel): openrct2 - openSUSE OBS: games/openrct2
- Ubuntu PPA (nightly builds):
develop
branch
Some *BSD operating systems offer native packages:
- FreeBSD: games/openrct2
- OpenBSD: games/openrct2
OpenRCT2 requires original files of RollerCoaster Tycoon 2 to play. It can be bought at either Steam or GOG.com.
Windows prerequisites
There are two toolchain options for building the game on Windows:
- Visual Studio 2022 (Enterprise / Professional / Community (Free))
- Desktop development with C++
- MSYS2 MinGW Toolchain
- The toolchains with supported dependencies are
mingw-x86_64
,mingw-xi686
,ucrt-x86_64
,clang-x86_64
, andclang-xi686
. Each of these require the$MINGW_PACKAGE_PREFIX
set. - Note that
msys
andclangarm-64
are lacking packages for some dependencies.
- The toolchains with supported dependencies are
The projects depends on several libraries to be installed. These can be installed automatically using msbuild
for Visual Studio builds. See section 3.2 for details.
For MinGW builds, see the wiki for the actual package names used in pacman.
macOS prerequisites
- Xcode Command Line Tools
- Homebrew
- CMake (available through Homebrew)
Linux prerequisites
- gcc (>= 8.0) or clang (>= 10.0) (for C++20 support)
- sdl2 (only for UI client)
- freetype (can be disabled)
- fontconfig (can be disabled)
- libzip (>= 1.0)
- libpng (>= 1.2)
- speexdsp (only for UI client)
- curl (only if building with http support)
- nlohmann-json (>= 3.6.0)
- openssl (>= 1.0; only if building with multiplayer support)
- icu (>= 59.0)
- zlib
- gl (commonly provided by Mesa or GPU vendors; only for UI client, can be disabled)
- cmake
- innoextract (optional runtime dependency; used for GOG installer extraction during setup)
Refer to https://github.com/OpenRCT2/OpenRCT2/wiki/Building-OpenRCT2-on-Linux#required-packages-general for more information about installing the packages.
Show instructions
-
Check out the repository, this can be done using GitHub Desktop or other tools
-
Open a new Developer Command Prompt for VS 2022
-
Navigate to the repository (e.g.
cd C:\GitHub\OpenRCT2
) -
To build the x64 version, use
msbuild openrct2.proj /t:build /p:platform=x64
To build the x86 version, usemsbuild openrct2.proj /t:build /p:platform=Win32
To build the Arm64 version, usemsbuild openrct2.proj /t:build /p:platform=arm64
Note: The file
g2.dat
may not be generated on cross-compilation (e.g. building for Arm64 on a x64 machine). In this caseg2.dat
must be copied from a x86/x64 build. -
Run the game,
bin\openrct2
Once you have ran msbuild once, further development can be done within Visual Studio by opening openrct2.sln
. Make sure to select the correct target platform for which you ran the build in point #3 (Win32
for the x86 version, x64
for the x64 version, arm64
for the Arm64 version), otherwise the build will fail in Visual Studio.
Other examples:
set platform=x64
msbuild openrct2.proj /t:clean
msbuild openrct2.proj /t:rebuild /p:configuration=release
msbuild openrct2.proj /t:g2
msbuild openrct2.proj /t:PublishPortable
Show instructions
CMake can build either a self-contained application bundle, which includes all the necessary game files and dependencies, or it can build a command line version that links against system installed dependencies. CMake will retrieve the dependencies from Dependencies automatically. You can build the macOS app using CMake using the following commands:
cmake -S . -B build
cmake --build build --target install
Then you can run the game by opening OpenRCT2.app
To build the command line version, you'll need to disable the macOS app bundle:
cmake -S . -B build -DMACOS_BUNDLE=off
cmake --build build
cmake --build build --target install
ln -s ../data data
Then you can run the game by running ./openrct2
.
To link against system dependencies instead of letting CMake download the dependencies from Dependencies, add -DMACOS_USE_DEPENDENCIES=off
to your cmake args.
Detailed instructions can be found on Building OpenRCT2 on macOS using CMake.
Show instructions
The standard CMake build procedure is to install the required libraries, then:
cmake -S . -B build -DCMAKE_INSTALL_PREFIX=. # set your standard cmake options, e.g. build type here - For example, -DCMAKE_BUILD_TYPE=RelWithDebInfo
cmake --build build # you can parallelise your build job with e.g. -j 8 or consider using ninja
cmake --build build --target install # the install target creates all the necessary files in places we expect them
You can also use Ninja in place of Make using -G Ninja
in the first command, if you prefer, see Wiki for details.
Detailed instructions can be found on Building OpenRCT2 on Linux.
Note: the cmake -S . -B build
syntax is available for CMake >= 3.14. For older versions use:
mkdir build
cd build
cmake .. -DCMAKE_INSTALL_PREFIX=. # set your standard cmake options, e.g. build type here - For example, -DCMAKE_BUILD_TYPE=RelWithDebInfo
cmake --build . --target install
OpenRCT2 uses the gitflow workflow. If you are implementing a new feature or logic from the original game, please branch off and perform pull requests to develop
. If you are fixing a bug for the next release, please branch off and perform pull requests to the correct release branch. master
only contains tagged releases, you should never branch off this.
Please read our contributing guidelines for information.
A list of bugs can be found on the issue tracker. Feel free to work on any bug and submit a pull request to the develop branch with the fix. Mentioning that you intend to fix a bug on the issue will prevent other people from trying as well.
Please talk to the OpenRCT2 team first before starting to develop a new feature. We may already have plans for or reasons against something that you'd like to work on. Therefore contacting us will allow us to help you or prevent you from wasting any time. You can talk to us via Discord, see links at the top of this page.
You can translate the game into other languages by editing the language files in data/language
directory. Please join discussions in the #localisation channel on Discord and submit pull requests to OpenRCT2/Localisation.
You can help create new graphics for the game by visiting the OpenGraphics project. 3D modellers needed!
You can help create the music and sound effects for the game. Check out the OpenMusic repository and drop by our #open-sound-and-music channel on Discord to find out more.
We would also like to distribute additional scenarios with the game, when the time comes. For that, we need talented scenario makers! Check out the OpenScenarios repository.
OpenRCT2 is licensed under the GNU General Public License version 3 or (at your option) any later version. See the licence.txt
file for more details.
OpenLoco | OpenTTD | openage | OpenRA |
---|---|---|---|
Chris Sawyer's Locomotion | Transport Tycoon Deluxe | Age of Empires 2 | Red Alert |
Companies that kindly allow us to use their stuff:
DigitalOcean | JetBrains | Backtrace |
---|---|---|
Hosting of various services | CLion and other products | Minidump uploads and inspection |