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Subject Item
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PrBoom PrBoom
rdfs:comment
PrBoom, originalmente una abreviatura de "Proff Boom", es un souce port para Windows, Linux / POSIX, AmigaOS 4, OpenVMS y Mac OS X basada inicialmente en Boom, pero más tarde se fusionó con LxDoom y LsdlDoom. Como resultado de esta fusión, PrBoom es compatible tanto con Boon como con MBF. PrBoom, originally short for "Proff Boom", is a source port for Windows, Linux/POSIX, AmigaOS 4, OpenVMS and Mac OS X based initially on Boom, but later merged with LxDoom and LsdlDoom. As a result of this merger, PrBoom is compatible with both Boom and MBF. It includes OpenGL features for the renderer (as GLBoom) as well as some enhancements over the engines it is based on, such as being able to handle levels with twice as many segs, vertices and sidedefs than usual. In addition to the code from its predecessors, it incorporates bits of code from the Eternity Engine, and PrBoom+.
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250
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foaf:homepage
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n15:
1998-11-15
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Florian Schulze , Colin Phipps, Rob Young, Andrey Budko
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Windows, Linux y Mac OS X
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5 3
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PrBoom
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Estado: Discontinuado
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PrBoom v2.1.0
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PrBoom v2.02
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PrBoom_logo.png
n31:abstract
PrBoom, originalmente una abreviatura de "Proff Boom", es un souce port para Windows, Linux / POSIX, AmigaOS 4, OpenVMS y Mac OS X basada inicialmente en Boom, pero más tarde se fusionó con LxDoom y LsdlDoom. Como resultado de esta fusión, PrBoom es compatible tanto con Boon como con MBF. Incluye funciones de OpenGL para el procesador (como GLBoom), así como algunas mejoras con respecto al motor en que se basa, tales como ser capaz de manejar los niveles con el doble de segmentos, Vértice (VERTEX) y sidedef de lo habitual. Además del código de sus predecesores, incorpora partes de código de Eternity Engine y PrBoom+. PrBoom, originally short for "Proff Boom", is a source port for Windows, Linux/POSIX, AmigaOS 4, OpenVMS and Mac OS X based initially on Boom, but later merged with LxDoom and LsdlDoom. As a result of this merger, PrBoom is compatible with both Boom and MBF. It includes OpenGL features for the renderer (as GLBoom) as well as some enhancements over the engines it is based on, such as being able to handle levels with twice as many segs, vertices and sidedefs than usual. In addition to the code from its predecessors, it incorporates bits of code from the Eternity Engine, and PrBoom+. PrBoom is currently maintained by Florian Schulze (Proff) and Rob Young (RjY), with contributions from Andrey Budko. Colin Phipps (cph), who accompanied Proff for the first few years after the merge with LxDoom, has retired from the PrBoom development team. Unlike other source ports that concentrate on offering many new game features or changes, such as ZDoom, EDGE and the Eternity Engine, PrBoom aims to act as a stable port of the more established or traditional engines. PrBoom uses the SDL library to abstract away operating system or platform specifics. As a result it supports a very large variety of platforms In addition to the PC, it has been compiled for the GP2X and various Mac models, among others. The source port, packaged with Freedoom, is included in the Fedora RPM software repository.