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{{ConstructInfoBox|content=This page is not '''actually''' a specification, but an '''example''' of how a wiki page might be used to write a spec.}} | {{ConstructInfoBox|content=This page is not '''actually''' a specification, but an '''example''' of how a wiki page might be used to write a spec.}} | ||
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+ | == Boom++ Specification == | ||
+ | |||
+ | This is a draft specification for a set of extended features for Boom-compatible source ports. | ||
+ | |||
+ | === rationale === | ||
+ | |||
+ | Boom has served as a very successful de-facto standard set of features for doom engines, being adopted by the majority of advanced engines in use today. However, it has its limitations and modern day mappers are increasingly hitting up against them. | ||
+ | |||
+ | The intention of this spec is to outline some simple extensions to the Boom feature set that could be easily implemented by source ports and form a newer common standard. | ||
+ | |||
+ | === ports planning to support this spec === | ||
+ | |||
+ | Insert ports here! (we hope at least: gzdoom, prboom+, eternity, doom legacy) |
Revision as of 07:55, 28 June 2017
This page is not actually a specification, but an example of how a wiki page might be used to write a spec. |
Boom++ Specification
This is a draft specification for a set of extended features for Boom-compatible source ports.
rationale
Boom has served as a very successful de-facto standard set of features for doom engines, being adopted by the majority of advanced engines in use today. However, it has its limitations and modern day mappers are increasingly hitting up against them.
The intention of this spec is to outline some simple extensions to the Boom feature set that could be easily implemented by source ports and form a newer common standard.
ports planning to support this spec
Insert ports here! (we hope at least: gzdoom, prboom+, eternity, doom legacy)