GZDoom is a feature centric port for all Doom engine games, based on ZDoom, adding an OpenGL renderer and powerful scripting capabilities
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Christoph Oelckers 43cd410bfa - migrated FString constructors
The char* versions still exist to avoid changing 100s of string literals.
2022-05-31 14:00:46 +02:00
.github Update bug_report.yml 2022-05-15 06:15:33 -04:00
bin/windows - add libvpx for arm64 2022-05-10 18:18:06 -04:00
cmake - fix libVPX detection 2022-04-26 20:50:35 +02:00
docs
fm_banks
libraries - removed useless linker flags set by Discord RPC for macOS 2022-04-17 16:52:00 +03:00
soundfont
specs - fix spacing in udmf-zdoom specs document 2022-04-06 04:06:20 -04:00
src - migrated FString constructors 2022-05-31 14:00:46 +02:00
tools
unused
wadsrc Optimized CanCrossLine. 2022-05-31 10:46:06 +02:00
wadsrc_bm
wadsrc_extra - text update for enabling Hungarian translation. 2022-05-04 14:14:50 +02:00
wadsrc_lights - removed duplicate light definition 2022-04-12 01:11:04 +02:00
wadsrc_widepix
.gitattributes
.gitignore
CMakeLists.txt - compile as C++20 and started migrating FString to char8_t 2022-05-31 13:27:18 +02:00
LICENSE
README.md

Welcome to GZDoom!

Build Status

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

Copyright (c) 1998-2022 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.