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 893e08df70 - moved DrawScene to GLRenderer and call it through std::function.
This was the last remaining virtual override of HWDrawInfo.
With it removed this type is now fully API independent.
2018-10-29 12:54:10 +01:00
bzip2
cmake
docs
dumb
fm_banks Upgrade libADLMIDI and libOPNMIDI 2018-10-04 08:58:47 -04:00
game-music-emu
gdtoa
jpeg
lzma
soundfont
specs
src - moved DrawScene to GLRenderer and call it through std::function. 2018-10-29 12:54:10 +01:00
tools
unused
wadsrc Merge branch 'master' into renderstate_abstraction 2018-10-25 22:30:26 +02:00
wadsrc_bm
wadsrc_extra
wadsrc_lights - removed dynamic lights from Hexen's Mana pickups. 2018-10-06 23:50:12 +02:00
zlib
.appveyor.yml Changed AppVeyor configuration to create the 64 bit debug build with VS 2017 and no XP toolset 2018-10-15 09:07:59 +02:00
.gitattributes
.gitignore
.travis.yml - use Xcode 10 for Travis builds 2018-10-07 11:08:10 +03:00
CMakeLists.txt - disable runtime buffer security check in release build. 2018-08-14 21:29:14 +02:00
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.