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slaterain / nv-rs

git clone https://github.com/slaterain/nv-rs.git

Experimental Fallout: New Vegas engine reimplementation in Rust and Bevy. Requires your own game data; base-game foundations first.

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stars, 30 days · #1,493
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26
forks · 9 open issues

Star history starts 2026-10-20; the chart appears after the second daily snapshot.

LanguageRust
LicenseGPL-3.0
Created2026-10-03 (17d ago)
Last pushtoday
Watchers6
OwnerUser

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README excerpt
nv-rs 
**Fallout: New Vegas, rebuilt in Rust, aiming to play exactly like the
original.**
nv-rs is a new engine for Fallout: New Vegas, written in Rust with the Bevy
engine. It runs the game from your own copy's files, and its goal is a
faithful 1:1 match, down to the original's quirks. The goal is not to make a
"remake" that feels close. It's to make the same game, on a modern,
open-source engine that can be fixed, ported and extended.
 Goodsprings, rendered by nv-rs from the game's own files. 
> [!IMPORTANT]
> nv-rs is an independent project, not affiliated with or endorsed by
> Bethesda Softworks, ZeniMax Media, Obsidian Entertainment or Microsoft. It
> contains no game files; you need your own legally obtained copy of the game.
> See LEGAL.md.
---
## Why it's different
- **Behaviour comes from the original, not from guesswork.** Rules, formulas
 and timings are taken from the original game itself and checked against
 it. Nothing is tuned by eye.
- **Your game, your files.** nv-rs reads the game's own plugins, meshes,
 textures, sounds and menus directly from your installation. It never
 modifies them.
- **Built to last.** Open source, memory-safe Rust, with the game's rules
 kept separate from graphics, so new platforms, fixes and even VR are
 possible later.
- **Mods keep working.** Regular `.esp` and `.esm` mods load the way they do
 in the original.
## Where it stands (October 2026)
Experimental, but already playable in places:
- **The opening and Goodsprings:** Doc Mitchell's house, character creation,
 Goodsprings with its people going about their day, and the quests *Back in
 the Saddle* and *Ghost Town Gunfight*.
- **Systems in play:** combat, NPC AI and navigation, dialogue, barter, the
 Pip-Boy, the radio, physics and ragdolls, terminals and hacking.
- **The engine port:** about a quarter of the original game's code has been
 carefully ported so far. Since Build 42 it runs inside the game, starting
 with quests, which now load and run on the original's own logic.
 Waking up in Doc Mitchell's house. 
 Ghost Town Gunfight: the Powder Gangers come to town. 
Not yet: a full playthrough, loading original saves, script-extender (NVSE)
plugins, Linux and macOS, and VR.
## Progress
The original game's systems switch over one at a time, each in its own
playable build:
| | System | Status |
| :---: | --- | --- |
| ✅ | **Foundations:** the map of the original program, the frame order, the engine running in play | Done (Build 42) |
| 🔨 | **Movement and physics:** how walking, jumping and collisions feel | In progress: all 9,011 Havok functions translated (739 of them still have a marked untranslated part, mostly C++ exception frames), physics about 98%; wiring the game's own physics into play is under way: on the play-build branch the game's own start-up (NiInit, Main::Main, the scene graph) now runs |
| 🔨 | **Animation and faces** | Started: about a quarter translated |
| ⬜ | **Audio:** sounds, music and the radio | About two-thirds translated