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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soundfont - added a small default sound font that needs to be installed with the project. 2017-05-13 12:38:19 +02:00
specs - added some missed UDMF properties to spec. 2023-09-15 22:05:56 +02:00
src Retrieve the light list on the fly rather than try to sync it 2023-09-25 21:21:07 +02:00
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unused - create an intermediate structure between sectors and subsectors. 2018-11-04 20:10:51 +01:00
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wadsrc_bm - removed obsolete CMake version requirements. 2023-09-03 09:04:17 +02:00
wadsrc_extra Improve mouse cursor art for the standard games 2023-09-25 21:18:56 +02:00
wadsrc_lights lights: update for Freedoom. 2023-09-07 10:18:04 -04:00
wadsrc_widepix - removed obsolete CMake version requirements. 2023-09-03 09:04:17 +02:00
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auto-setup-windows.cmd - fix paths in previous commit 2023-08-25 22:46:22 -04:00
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options.checklist - sprite lightlevel cleanup and fixes. 2022-06-01 08:37:13 +02:00
README.md Update README.md 2023-07-05 09:20:16 -04:00
vcpkg.json Switch to miniz from zlib 2023-09-17 23:52:51 +02:00

Welcome to GZDoom!

Continuous Integration

GZDoom is a modder-friendly OpenGL and Vulkan source port based on the DOOM engine

Copyright (c) 1998-2023 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.

Resources