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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2019-05-14 09:52:06 -04:00
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glslang - update glslang to 7.11.3113 (stable release February 8, 2019). This fixes the SPIR-V validation error reported for the shadowmap shader 2019-04-15 04:53:43 +02:00
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lzma - updated LZMA SDK to version 19.00 2019-03-26 17:44:26 +02:00
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specs - updated UFMF-spec for UTF-8. 2019-04-26 10:24:45 +02:00
src - rendering to texture requires a separate depth/stencil image as the image used by the main view may be using multisampling 2019-05-14 09:52:06 -04:00
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wadsrc - Fixed random generation of friendly obituaries 2019-05-04 15:57:10 -04:00
wadsrc_bm - changed the filter name for Doom IWADs 2019-04-10 00:15:16 +02:00
wadsrc_extra Fixed offsets for Esperanto letters. 2019-04-30 15:02:28 -04:00
wadsrc_lights - changed the filter name for Doom IWADs 2019-04-10 00:15:16 +02:00
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.gitignore - cleaned up .gitignore. 2019-02-10 14:12:06 +01:00
.travis.yml - updated Travis CI configuration to use Xcode 10.2 2019-03-30 11:15:26 +02:00
CMakeLists.txt - restrict Vulkan to 64 bit builds. 2019-03-24 14:34:48 +01:00
LICENSE
README.md

Welcome to GZDoom!

Build Status Build Status

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

Copyright (c) 1998-2018 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 3DGE 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.