Glaszcz Koldre
Veteran OT User
- Joined
- Mar 16, 2016
- Messages
- 149
- Reaction score
- 263
Introducing TIME – Tibia ImGui Map Editor (proof of concept)
Hi everyone,
I'm working on a new, from-scratch 2D map editor for Open Tibia called TIME (Tibia ImGui Map Editor).
It's built in modern C++20 + Dear ImGui + OpenGL 3.3+ and aims to become a faster, cleaner, cross-platform alternative to the aging Remere’s Map Editor.
What already works reasonably well:
Many things are still missing or are only proof-of-concept (advanced brushes, house editor, better minimap support, etc.), so I'd say it's roughly 50% complete.
Why did I start this?
Mostly because I wanted a more modern tool that feels responsive even on huge maps, uses contemporary C++ practices, and has a flexible architecture open for future extensions.
The project is 100% open-source and lives here:
GitHub - glaszczkoldre/tibia-imgui-map-editor: Open Tibia Imgui Map Editor (https://github.com/glaszczkoldre/tibia-imgui-map-editor)
Early execautable is compiled here:
github.com
Keep in mind that this software is full of bugs and missing features.
If anyone feels like joining, wants to contribute code, ideas, bug reports, sprites/UI feedback or just test it – you're very welcome! No pressure, any help is appreciated.
Current screenshot:

Looking forward to hearing your thoughts and for any contribution.
Obvious disclaimer - this project is almost entirely vibecoded. 90% of code was made by various coding agents, following SOLID principles.
Hi everyone,
I'm working on a new, from-scratch 2D map editor for Open Tibia called TIME (Tibia ImGui Map Editor).
It's built in modern C++20 + Dear ImGui + OpenGL 3.3+ and aims to become a faster, cleaner, cross-platform alternative to the aging Remere’s Map Editor.
What already works reasonably well:
- chunk-based map storage & fast rendering
- async sprite loading
- real-time lighting overlay
- basic undo/redo
- OTBM loading/saving (most Tibia client versions 7.4–10.98+)
- docking ImGui UI with toolbar
Many things are still missing or are only proof-of-concept (advanced brushes, house editor, better minimap support, etc.), so I'd say it's roughly 50% complete.
Why did I start this?
Mostly because I wanted a more modern tool that feels responsive even on huge maps, uses contemporary C++ practices, and has a flexible architecture open for future extensions.
The project is 100% open-source and lives here:
GitHub - glaszczkoldre/tibia-imgui-map-editor: Open Tibia Imgui Map Editor (https://github.com/glaszczkoldre/tibia-imgui-map-editor)
Early execautable is compiled here:
Release Compiled executable for testing · glaszczkoldre/tibia-imgui-map-editor
Compiled executable for testing
Keep in mind that this software is full of bugs and missing features.
If anyone feels like joining, wants to contribute code, ideas, bug reports, sprites/UI feedback or just test it – you're very welcome! No pressure, any help is appreciated.
Current screenshot:

Looking forward to hearing your thoughts and for any contribution.
Obvious disclaimer - this project is almost entirely vibecoded. 90% of code was made by various coding agents, following SOLID principles.



