
 Relationship of Risen3D to Doomsday.

 The aim of Risen3D is to allow MBF/BOOM maps to be run in the
 Doomsday environment.  I started this project purely for my
 own amusement but, with Jaakko Kernen's support, released it
 as Boomsday which, at that time, was hosted and linked from
 the Doomsday site.

 Basically, in the evolution of DOOM, there was the official
 path DOOM - DOOM2 - HERETIC - HEXEN, which is what Doomsday
 deals with so admirably well, and the separate unofficial
 branch off to MBF/BOOM.

 The MBF/BOOM extensions in their own right are a highly org-
 anised and logical extension to the original DOOM engine which
 can be easily incorporated into any doom engine. For this
 reason all the major ports support them.

 In order to support the rendering tricks, however, supporting
 these alone would not be sufficient; far from it in fact. To
 deal with the tricks requires extensive modification to the
 rendering code.

 Since, at the time, Jaakko Kernen had to deal with all four
 of the games mentioned we decided in 2003, following dis-
 cussion, that two separate engines would be required but that
 JK could not help with this leaving my having to continue
 development alone.

 The divergence of Doomsday and Risen3D was not, therefore,
 intentional but was born out of the problems that would un-
 doubtedly have arisen had an attempt been made to unify what,
 at the time, were disparate and competing requirements.

 As such Risen3D has been onwardly developed independently of
 Doomsday since 2004 and there has been no contact between the
 two teams since the release of DD v1.7.8 which formed the
 final basis of Risen3D at the time.

 Risen3D has both incorporated the MBF extensions and
 attempts to analyse maps, at load time, to make 'tricks'
 compatible with the OGL code. In addition slopes, 3D lines
 and model scripting have been added all of which are pro-
 prietary to Risen3D and use code developed independently
 of any other game or port. In addition every aspect of the
 original Doomsday code that remains has been changed or
 modified to meet the demands made by rendering and through
 introducing slopes, translucent water and so on. This also
 required a rewrite of the particle code. Furthermore the
 sound code has been reworked to either extend the support
 of 3D sound or just to improve it generally.

 It should be understood, however, that I acknowledge the
 key ideas that Doomsday v1.7.8 incorporated such as model
 and particle support and that Risen3D would never have
 come into existence were it not for all the great work
 that Jaakko Kernen had already undertaken to the time of
 releasing Doomsday v1.7.8.

 At the current time is understood that the Doomsday team
 has been in the process of incorporating MBF support for
 the last few years into Doomsday. This has nothing to do
 with Risen3D and, given that Risen3D has now been under
 development independently for the past 6 years, it should
 be viewed as a separate port in its own right. 

 GMJ 2003 - 2010

 

 
