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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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* to do this efficiently the amount of required vertices needs to be calculated up-front * always create the vertices in the data generation pass, not the render pass. * added synchronisation code to the vertex buffer allocator. Without multithreading this causes a slight slowdown, due to added processing cost. (Frozen Time bridge scene drops from 47 fps to 44 fps on my test machine. |
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tools | ||
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zlib | ||
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CMakeLists.txt | ||
README.md |
Welcome to GZDoom!
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 (or greater)
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.