Difference between revisions of "RORDoom"
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Redneckerz (talk | contribs) m (→Addition: Link clean up. Superfluous, but previous edit includes cleaned up source code genealogy.) |
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− | '''RORDoom''' was | + | {{InfoboxSourcePort |
+ | |title = RORDoom | ||
+ | |baseparent = [[Boom]] | ||
+ | |programming language = [[Wikipedia:C (Programming Language)|C]] | ||
+ | |status = Discontinued | ||
+ | |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 [[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. |
+ | |||
+ | ==External links== | ||
+ | * {{Idgames|id=13601|title=RORDoom binaries with example WADs}} | ||
+ | * {{Doomworld3d|id=ports/rordoom_alpha6.zip|title=Original release with executable only}} | ||
+ | |||
+ | {{s-start}} | ||
+ | {{s-port}} | ||
+ | {{s-cond}} | ||
+ | {{s-bef-cond|before=[[Boom]]}} | ||
+ | {{s-ttl|title=RORDoom}} | ||
+ | {{s-aft-cond|after=None}} | ||
+ | {{s-end}} | ||
[[Category:Source ports]] | [[Category:Source ports]] | ||
[[Category:Boom compatible]] | [[Category:Boom compatible]] | ||
+ | [[Category:Doom ports]] |
Revision as of 11:46, 22 February 2020
RORDoom | |
Codebase | Boom |
---|---|
Development status | Discontinued |
Written in | C |
Target Platform | DOS |
License | Doom Source License |
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
- RORDoom binaries with example WADs at Doomworld/idgames
- Original release with executable only at Doomworld
Source code genealogy | ||
---|---|---|
Based on | Name | Base for |
Boom | RORDoom | None |