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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
96ceb11af0
* removed refreshFreq variable and related code. This only got into the backend because of stupid interpolation code in some of the Build games which has long been removed. * save FixedBitArrays as base64 in savegames. * allow indirections in the string table - by prefixing the language string with '$$' the remaining text is interpreted as another string label to resolve. * constexpr in palette code, also replacing #defines with enums. |
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bin/windows/zmusic | ||
cmake | ||
docs | ||
fm_banks | ||
libraries | ||
soundfont | ||
specs | ||
src | ||
tools | ||
unused | ||
wadsrc | ||
wadsrc_bm | ||
wadsrc_extra | ||
wadsrc_lights | ||
.gitattributes | ||
.gitignore | ||
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) 1998-2019 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.