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An attempt to recreate the classic Need for Speed Games (1-6), unpacking their original data files into a modern scratch built engine. Extremely early in development, current features include:
Below is a table better describing the current level of asset load into OpenNFS:
| Game | Cars | Tracks | Music |
|---|---|---|---|
| NFS6 PC | |||
| NFS5 PC | |||
| NFS4 PC | 90% | 90% | |
| NFS3 PC | 100% | 100% | 95% |
| NFS3 PS1 | 40% | 100% | 95% |
| NFS2 SE | 90% | 90% | |
| NFS2 PC | 90% | 90% | |
| NFS2 PC | 90% | 90% | |
| NFS2 PS1 | 10% | 10% | |
| NFS1 |

OpenNFS does not bundle any EA intellectual property. A copy of the original games must be provided to OpenNFS in order to function, instructions for this are available on the release page.
View the latest stable feature releases Here
All versions (Windows/Mac/Linux) are built on VSTS, but the current build artifacts only contain the OpenNFS.exe. To use these builds, it is recommended to download a Github Release from the 'Releases' page, and replace the OpenNFS exe with that produced by CI. You will most likely also need to update the 'shaders' directory, using the latest available from Git. I will alter my CI scripts soon to produce zips that can be ran without these extra steps.
Check out what I'm working on by looking at the task board here: https://trello.com/b/01KK3JMr/opennfs
The CMake files are currently configured to detect external libraries from within the 'lib' folder at the same level as 'src', just do a 'git submodule update --recursive --remote' to get them.
Massive thanks to Denis Auroux, Vitaly 'Necromancer', EdasX, Ian Brownm, Jesper Juul-Mortensen and Arushan for their work on reverse engineering various NFS formats.
Tom 'VapeTrick' Klapwijk - sarcasm and support and snaking my dev updates
Models, textures, tracks, cars by EA Seattle (C) 1998, 1999, 2002. EA Canada (C) 2000, EA Blackbox (C) 2002. OpenNFS is not affiated in any way with EA
Released under the MIT License.
$ claude mcp add OpenNFS \
-- python -m otcore.mcp_server <graph>