GZDoom is a feature centric port for all Doom engine games, based on ZDoom, adding an OpenGL renderer and powerful scripting capabilities
Find a file
2023-10-29 23:18:06 +01:00
.devcontainer
.github - updated continuous integration workflow 2023-09-20 11:49:00 +03:00
bin/windows
cmake
docs
fm_banks
libraries Fix typo 2023-10-07 17:31:24 +02:00
soundfont - update soundfont 2023-09-26 05:56:22 -04:00
specs added DSDA's thrust properties for UDMF 2023-10-29 23:18:06 +01:00
src added DSDA's thrust properties for UDMF 2023-10-29 23:18:06 +01:00
tools Switch to miniz from zlib 2023-09-17 23:52:51 +02:00
unused
wadsrc added Wads.GetLumpLength. 2023-10-26 09:41:27 -04:00
wadsrc_bm
wadsrc_extra - language update 2023-09-24 23:02:57 +02:00
wadsrc_lights lights: update for Freedoom. 2023-09-07 10:18:04 -04:00
wadsrc_widepix
.gitattributes
.gitignore
AppImageBuilder.yml
auto-setup-windows.cmd
CMakeLists.txt - bumped minimum macOS version to 10.13 2023-10-24 10:45:25 +03:00
LICENSE
options.checklist
README.md
vcpkg.json Switch to miniz from zlib 2023-09-17 23:52:51 +02:00

Welcome to GZDoom!

Continuous Integration

GZDoom is a modder-friendly OpenGL and Vulkan source port based on the DOOM engine

Copyright (c) 1998-2023 ZDoom + GZDoom teams, and contributors

Doom Source (c) 1997 id Software, Raven Software, and contributors

Please see license files for individual contributor licenses

Special thanks to Coraline of the EDGE team for allowing us to use her README.md as a template for this one.

Licensed under the GPL v3

https://www.gnu.org/licenses/quick-guide-gplv3.en.html

How to build GZDoom

To build GZDoom, please see the wiki and see the "Programmer's Corner" on the bottom-right corner of the page to build for your platform.

Resources