Difference between revisions of "RORDoom"

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RORDoom was an early attempt at implementing the Room Over Room effect in Doom. It was released shortly before [[EDGE]] which provided a similar feature. [[EDGE]] gained in popularity and RORDoom's authors stopped their effort.
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{{InfoboxSourcePort
----
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|title = RORDoom
In RORDoom, level designers could create [[sectors]] on top of other [[sectors]], thus breaking the rule of non-overlapping areas. [[BSP tree]] pre-compilation was done as usual and RORDoom's engine detected [[subsectors]] that belonged to several [[sectors]] at loading time.
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|baseparent = [[Boom]]
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|programming language = [[Wikipedia:C (Programming Language)|C]]
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|status = Discontinued
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|platform = DOS
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|license = [[Doom Source License]]
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}}'''RORDoom''' was created by [[Julian Aubourg]] and was the first [[Doom]] source port to have [[room-over-room]] capabilities. Based on [[Boom]], it was released in 2000 shortly before [[EDGE]], which provided with [[3D floors]] a different approach to room-over-room design. EDGE gained in popularity, and RORDoom's authors stopped their effort.
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In RORDoom, level designers could create [[sector]]s on top of other sectors, thus breaking the rule of non-overlapping areas. [[Doom rendering engine#Node building|BSP]] tree pre-compilation was done as usual, and RORDoom's engine detected [[subsector]]s that belonged to several [[sectors]] at loading time.
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==External links==
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*{{Idgames|id=13601|title=RORDoom binaries with example WADs}}
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**{{Doomworld3d|id=ports/rordoom_alpha6.zip|title=Original release with executable only}}
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{{s-start}}
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{{s-port}}
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{{s-bef|before=[[Boom]]}}
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{{s-ttl|title=RORDoom}}
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{{s-non|reason=None}}
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{{s-end}}
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[[Category:Source ports]]
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[[Category:Boom compatible]]
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[[Category:Doom ports]]

Revision as of 19:11, 12 November 2017

RORDoom
Codebase Boom
Development status Discontinued
Written in C
Target Platform DOS
License Doom Source License
RORDoom was created by Julian Aubourg and was the first Doom source port to have room-over-room capabilities. Based on Boom, it was released in 2000 shortly before EDGE, which provided with 3D floors a different approach to room-over-room design. EDGE gained in popularity, and RORDoom's authors stopped their effort.

In RORDoom, level designers could create sectors on top of other sectors, thus breaking the rule of non-overlapping areas. BSP tree pre-compilation was done as usual, and RORDoom's engine detected subsectors that belonged to several sectors at loading time.

External links

Source code genealogy
Based on
Boom
RORDoom None