[games-sig][Bug 2379721] Review Request: openmw - OpenMW is an open-source game engine

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https://bugzilla.redhat.com/show_bug.cgi?id=2379721

Claire Robsahm <inquiries@xxxxxxxxxxx> changed:

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--- Comment #0 has been edited ---

Spec URL:
https://git.chapien.net/chapien/openmw-rpm/raw/branch/main/openmw.spec
SRPM URL:
https://git.chapien.net/chapien/openmw-rpm/raw/branch/main/SRPMS/openmw-0.49.0-4.fc42.src.rpm
Description: OpenMW is an open-source game engine based on Bethesda's Elder
Scrolls III Morrowind.
Fedora Account System Username: chapien

Some details on the package, since I'm sure there will be questions in this
area.

First, what is openMW? OpenMW is a game engine. Originally, it was made to play
the proprietary video game "Elder Scrolls III Morrowind" on Linux and other
non-Windows platforms natively. It evolved into an entire engine replacement
project, making it the preferred way to play the game even on Windows. This
would imply that the game requires proprietary data to run. However, this is no
longer the case.

OpenMW has evolved into an entire game engine in its own right. Game projects
have been created in openmw-cs (the construction set), requiring absolutely no
proprietary code or assets from the original Morrowind. Upstream provides
sample data files that can substitute Morrowind's, allowing the launcher to
function even without Morrowind itself. Of course, the engine is still
primarily used to run Morrowind at this time, but like another package we
include, Stratagus, it can do more.

Upstream's website: https://openmw.org/

Next, I want to pre-emptively explain some of the decisions made in the build
process. I am statically linking three libraries, and for good reason.

First, I am statically linking bullet3, a library we do provide. This is
because openMW requires bullet to be built with Double Precision, and our own
package is built with float precision. I was advised by the bullet3 Fedora
maintainers that statically linking would be appropriate in this use-case.

Second, I am statically linking OpenSceneGraph, a package we do provide.
Upstream (openMW) has their own fork of OpenSceneGraph, which provides
optimizations and improved framerate for openMW specifically. Statically
linking their version of OSG simply made sense to me. The repo is here:
https://github.com/OpenMW/osg

Finally, RecastNavigation is something we do not package; Godot Engine, a
package we do provide, seems to statically link RecastNavigation as well, so
there is precedent. In addition, by default OpenMW statically links Recast
rather than dynamically, which implies to me that this is preferred by
upstream.

Let me know if there are further questions and feedback!


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