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OpenTibia Mios Map Editor - A Modern, Collaborative, Shader-Powered Successor to RME

Alkenyx

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Hi everyone,

After working on this behind the scenes, I’m excited to finally share Mios Map Editor (MME) with the community.

We all love the legacy of Remere's Map Editor, but it's time to bring mapping into the modern era. MME is an ambitious fork designed from the ground up for modern workflows, performance, and team collaboration.

Why MME? - Feel free to keep calling it RME or so. :D

The core goal was to replace aging legacy code with a high-performance engine that doesn't stutter, even on massive maps.
By moving to an ECS-based architecture and integrating modern rendering tech, MME aims to be the new standard for OpenTibia project development.

Key Features:​

  • 👥 Real-Time Collaboration: Stop passing files back and forth. MME features a built-in client/server architecture that allows your entire team to map the same project simultaneously.
  • 🎨 Next-Gen Rendering: We’ve moved beyond static sprites. MME supports deferred rendering, Global Illumination (GI) raytracing, and real-time post-processing effects like CRT-filters and blur.
  • ⚡ Modern Tech Stack:
    • EnTT (ECS): High-performance state management for fluid navigation.
    • Dear ImGui: A flexible, fully dockable UI that you can customize to your workflow.
    • Vector Graphics (NanoVG/NanoSVG): Crisp, scalable UI elements.
  • 🎲 Procedural Tools: Use built-in noise generation (FastNoiseLite) to create organic terrain and cave systems in seconds.
  • 📦 Easy Setup: Full VCPKG integration means hassle-free compilation on Windows, Linux, and macOS.
Check out the source code here: GitHub - Mioshiru/MME: Mio's Map Editor fork of OTAcademy repository. (https://github.com/Mioshiru/MME)

I am developing this project in Antigravity IDE, with roughly 70% of the code written in 'vibe-coding' mode, as a passion project alongside my full-time job to give back to the community I have enjoyed for decades.

This is a pure hobby project, and I’ll admit I was a bit nervous about releasing this, so please be gentle with me. ^^
I am looking for feedback, testers, and fellow developers who are excited to join me in pushing the boundaries of what is possible in OT map design.
Feel free to open issues, pull requests, or just drop your thoughts here.

I have focused my development on Windows. If anyone dares to test it on Linux or macOS, I would be very curious to hear about your experience.
I’m happy to create a corresponding build script for you and add it to the source directory, similar to the '.\build.bat' for Windows.

Huge inspirations:
GitHub - OTAcademy/RME: OTAcademy fork of Remere's Map Editor repository. (https://github.com/OTAcademy/RME)
@Glaszcz Koldre with his Map Editor Rework.

Best regards,
Mioshiru (old Nickname: Alkenyx)
 
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