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-cond}}
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{{s-bef-cond|before=[[Boom]]}}
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{{s-ttl|title=RORDoom}}
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{{s-aft-cond|after=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 11:46, 22 February 2020

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 Name Base for
Boom RORDoom None