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. | + | {{InfoboxSourcePort |
+ | |title = RORDoom | ||
+ | |baseparent = [[Boom]] | ||
+ | |programming language = [[Wikipedia:C (Programming Language)|C]] | ||
+ | |status = Discontinued | ||
+ | |platform = DOS | ||
+ | |license = [[Doom Source License]] | ||
+ | }}'''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. [[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. | 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. |
Revision as of 10:59, 8 September 2011
RORDoom | |
Codebase | Boom |
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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
Source code genealogy | ||
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Based on Boom |
RORDoom | None |