OpenVistaPro
OpenVistaPro is an early-stage, open-source Rust project to build a modern landscape generator inspired by classic VistaPro.
The goal is not to redistribute or reuse proprietary VistaPro code/assets. The local reference/ directory is intentionally ignored by git and is used only for historical/product research.
Current status
This repository currently contains:
- A Rust binary crate scaffold.
- A first-pass knowledgebase under
docs/knowledgebase/. - An implementation roadmap under
docs/plans/. - Legal and reference-material hygiene notes under
docs/legal/anddocs/research/.
Development
cargo build
cargo test
cargo run -- info
cargo run -- scene export --output /tmp/openvistapro-default.ovp.toml
cargo run -- render --preset hill --width 256 --height 256 --output /tmp/openvistapro-hill.png
cargo run -- render --preset hill --scene /tmp/openvistapro-default.ovp.toml --width 256 --height 256 --output /tmp/openvistapro-hill-from-scene.png
cargo run -- render --preset hill --camera-demo --width 256 --height 192 --output /tmp/openvistapro-perspective.png
The default render mode writes a deterministic top-down elevation preview.
Passing --camera-demo switches to the current CPU perspective renderer spike:
a simple pinhole-camera raymarcher with bilinear height sampling, fixed step
size, sky gradient, and distance haze. It is intended as a readable reference
renderer for architecture validation, not a performance target or final visual
model.
Scene files use the project-owned .ovp.toml format. Version 1 stores a
top-level schema = "openvistapro.scene", version = 1, and a serialized
Scene payload containing camera, light, water, tree-line, snow-line, and haze
settings. The format is intentionally human-readable while the data model is
still evolving.
Project principles
- Clean-room implementation: do not decompile, copy, or translate proprietary binaries.
- Use open data formats and openly licensed datasets.
- Preserve the spirit/workflow of VistaPro while designing a modern UX and renderer.
- Start with a small, testable terrain engine before building advanced rendering or UI.