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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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* exclude sprites which are not either opaque or use regular blended translucency from casting shadows. * exclude wall and flat sprites from casting shadows. In both of these cases the shadow math is unable to produce anything useful that doesn't look off. |
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docs | ||
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specs | ||
src | ||
tools | ||
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wadsrc | ||
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wadsrc_extra | ||
wadsrc_lights | ||
wadsrc_widescreen | ||
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CMakeLists.txt | ||
LICENSE | ||
README.md |
Welcome to GZDoom!
GZDoom is a modder-friendly OpenGL and Vulkan source port based on the DOOM engine
Copyright (c) 1998-2021 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.