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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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This necessitated removing the reallocator because that cannot be done in a multithreaded context in OpenGL. The buffer should be large enough anyway, it it all gets used, slowdowns would be unavoidable. There was also some simplification of the buffer alignment math for uniform buffers |
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docs | ||
dumb | ||
fm_banks | ||
game-music-emu | ||
gdtoa | ||
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specs | ||
src | ||
tools | ||
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wadsrc | ||
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wadsrc_lights | ||
zlib | ||
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CMakeLists.txt | ||
LICENSE | ||
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
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.