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Case study

OpenDW: porting the original Mac Deepworld client to Windows

OpenDW reverse engineers and ports the original Mac Deepworld client to Windows in C++ with Axmol. The source implements game entities, world rendering, inventory and interface components; builds require user-provided assets, and play requires a compatible server.

Targets
Game
Category
Independent reconstruction cases
Relationship
Independent reconstruction project
Sources reviewed
Evidence class
C1 partial scope or analysis entry
Stars
10
Last commit
2026-10-17
Language
C++
License (GitHub)
MIT

GitHub data as of 2026-11-10

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Evidence

Demo screenshot from the project's public documentation
Observed
Download and demo observed; the case covers part of the target software.
Scope
Partial
Checked
2026-11-09

How evidence classes are assigned

Requirements & limits

  • Visual Studio 2022 and Axmol Engine v2.11.3 for the documented Windows build.
  • User-provided game assets, with audio converted to OGG and skeleton data updated for Spine 4.2.
  • A compatible server to play the online game.
  • MIT license.

Cite

BibTeX

@misc{opendw-case,
  title = {{OpenDW: porting the original Mac Deepworld client to Windows}},
  howpublished = {\url{https://github.com/kuroppoi/opendw}},
  url = {https://github.com/kuroppoi/opendw},
  urldate = {2026-11-07},
  note = {Awesome REA entry: \url{https://awesomerea.org/resources/opendw-case/}}
}

Plain text

OpenDW: porting the original Mac Deepworld client to Windows. https://github.com/kuroppoi/opendw (accessed 2026-11-07). Awesome REA entry: https://awesomerea.org/resources/opendw-case/

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About this entry

The description was reviewed against primary sources.

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Primary sources

  1. README.md GitHub · kuroppoi/opendw · Revision 15bbeb1

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