Difference between revisions of "RORDoom"

From DoomWiki.org

[checked revision][checked revision]
(Slightly increased the amount of information.)
m (let's make this clearer)
 
Line 6: Line 6:
 
|platform = DOS
 
|platform = DOS
 
|license = [[Doom Source License]]
 
|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 a similar feature. EDGE gained in popularity, and RORDoom's authors stopped their effort.
+
}}'''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. [[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.

Latest revision as of 18:11, 12 November 2017

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[edit]

Source code genealogy
Based on
Boom
RORDoom None