Difference between revisions of "RORDoom"
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|platform = DOS | |platform = DOS | ||
|license = [[Doom Source License]] | |license = [[Doom Source License]] | ||
− | }}'''RORDoom''' was | + | }}'''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 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 14:45, 6 May 2016
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 |