Difference between revisions of "RORDoom"
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'''RORDoom''' was an early attempt by [[Julian Aubourg]] at implementing a room-over-room effect in [[Doom]]. Based on [[Boom]], it was released shortly before [[EDGE]], which provided a similar feature. EDGE gained in popularity, and RORDoom's authors stopped their effort. | '''RORDoom''' was an early attempt by [[Julian Aubourg]] at implementing a room-over-room effect in [[Doom]]. Based on [[Boom]], it was released shortly before [[EDGE]], which provided a similar feature. EDGE gained in popularity, and RORDoom's authors stopped their effort. | ||
− | In RORDoom, level designers could create [[sector]]s 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 [[subsector]]s that belonged to several [[sectors]] at loading time. | + | 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. |
[[Category:Source ports]] | [[Category:Source ports]] | ||
[[Category:Boom compatible]] | [[Category:Boom compatible]] |
Revision as of 22:58, 5 February 2006
RORDoom was an early attempt by Julian Aubourg at implementing a room-over-room effect in Doom. Based on Boom, it was released shortly before EDGE, which provided a similar feature. 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.