OpenIGI: WebGPU independent reimplementation of Project IGI OpenIGI, a clean-room reimplementation of Innerloop Studios' engine for Project I.G.I.: I'm Going In (2000) and I.G.I. 2: Covert Strike (2003), runs both games from a user's own retail installation using a single renderer on Direct3D 12, Vulkan and WebGPU, including in the browser. The engine is written in C# on .NET 10 and reproduces the original's deterministic 30 Hz simulation, AI perception, weapon tables and mission flow, with a vanilla mode held pixel for pixel as a regression gate. All 14 Project I.G.I. missions are playable, the first 6 in the browser with original graphics, while all 19 I.G.I. 2 missions load and play but have no released builds yet and must be run from source. An open-source engine for Project I.G.I.: I'm Going In 2000 and I.G.I. 2: Covert Strike 2003 . OpenIGI is a clean-room reimplementation of Innerloop Studios' engine, written in C on .NET 10. It runs the original games from your own retail installation. The original missions, scripts and AI play as they did in 2000, and a modern renderer, launcher and modding platform are built around them. openigi.com https://openigi.com · Releases https://github.com/OpenIGI/OpenIGI/releases · Modding guide https://github.com/OpenIGI/OpenIGI/blob/master/sdk/README.md · Contributing https://github.com/OpenIGI/OpenIGI/blob/master/CONTRIBUTING.md You need your own copy of the game. OpenIGI contains no game assets and none of the original code. Every texture, model, sound and script comes from the installation you point it at. - Faithful to the original. The game's own QVM scripts run on a reimplemented interpreter, over a deterministic 30 Hz simulation that reproduces the original's timing, AI perception, weapon tables and mission flow. A vanilla mode reproduces the original picture and is held pixel for pixel as a regression gate. - A modern renderer. Deferred HDR rendering with cascaded shadows, real-time global illumination, volumetric fog, screen-space reflections, temporal upscaling and hardware ray tracing on capable GPUs. NVIDIA DLSS Super Resolution, DLAA, Ray Reconstruction and Frame Generation and Reflex are offered as an optional download. - Direct3D 12, Vulkan and WebGPU. One renderer runs on all three. It runs natively on Windows, Linux and macOS, and in the browser. - A launcher. It finds your games, installs and updates OpenIGI on the stable or beta channel, and manages content packs and mods. - Moddable. You can replace art by dropping files in a folder, install content packs with a load order, or write code mods in C against a versioned API, published through a community index and built from source. | | Project I.G.I. | I.G.I. 2 | |---|---|---| | Campaign | All 14 missions | All 19 missions load and play; in development | | Released builds | Yes | Not yet, run from source | | Browser | First 6 missions, original graphics | No | | Multiplayer | No | No | | Platform | Graphics API | Hardware ray tracing | |---|---|---| | Windows 10/11 x64 | Direct3D 12 default , Vulkan | Yes, on DXR 1.1 / RTX- and RDNA2-class GPUs | | Linux x64 | Vulkan | Yes, on RTX- and RDNA2-class GPUs | | macOS 13+ Apple silicon | Vulkan through MoltenVK, included | No: shadows, reflections and GI use their screen-space and shadow-map forms | | Browser | WebGPU | No | Desktop. Install the launcher from openigi.com https://openigi.com . On Windows that's a download. On macOS and Linux run: curl -fsSL https://openigi.com/install.sh | bash The launcher looks for your game installations, or you can point it at them in Settings. It installs OpenIGI and keeps it up to date. Switch to the beta channel in Settings for builds from the development branch. Browser. Open openigi.com https://openigi.com in a browser with WebGPU and choose your Project I.G.I. folder. The files are read on your machine and never uploaded. You need the .NET 10 SDK the version is pinned in global.json https://github.com/OpenIGI/OpenIGI/blob/master/global.json . dotnet build -c Release OpenIGI.slnx dotnet test -c Release OpenIGI.slnx Tests that need retail data read IGI GAME PATH and IGI2 GAME PATH , and skip themselves when those are unset. A checkout with no game data still builds and tests clean. Some optional native components are fetched into third-party/ rather than committed: | Script | Needed for | |---|---| | tools/fetch-wgpu-native.ps1 | The desktop WebGPU backend | | tools/fetch-streamline.ps1 | DLSS and Reflex in development builds | | tools/fetch-dxc.ps1 | Regenerating the committed DXIL shaders | Copy the build into the game folder and run it there, or tell it where the game is: export IGI GAME PATH="/path/to/Project IGI" PowerShell: $env:IGI GAME PATH = "C:\Games\Project IGI" export IGI2 GAME PATH="/path/to/IGI 2" dotnet run -c Release --project apps/OpenIGI.Desktop -- -title igi1 | Option | Effect | |---|---| | -title igi1\|igi2 | Which game to run | | -game