Experimental fork that tries out daring and cutting edge features. Forked from here - https://github.com/zdoom/gzdoom
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Christoph Oelckers c203df5edb - consolidated the 3 virtually identical instances of DrawScene and moved the function to HWDrawInfo.
The only backend dependent call in there, ambient occlusion, has been made a virtual of DFrameBuffer.
2020-04-24 21:47:18 +02:00
.github/workflows - extend continuous integration workflow 2020-04-12 11:51:23 +03:00
bin/windows/zmusic - transitioned engine to use ZMusic as a DLL. 2020-02-09 08:56:49 +01:00
cmake - transitioned engine to use ZMusic as a DLL. 2020-02-09 08:56:49 +01:00
docs
fm_banks
libraries Merge remote-tracking branch 'remotes/origin/zmusic_dll' 2020-02-15 10:22:45 +01:00
soundfont
specs
src - consolidated the 3 virtually identical instances of DrawScene and moved the function to HWDrawInfo. 2020-04-24 21:47:18 +02:00
tools - Change updaterevision to a CMake script 2020-02-02 11:43:36 +01:00
unused
wadsrc Merge branch 'master' into texture_rework 2020-04-19 21:15:28 +02:00
wadsrc_bm
wadsrc_extra - added autonames for the shareware games 2020-03-11 00:38:26 +01:00
wadsrc_lights
.gitattributes
.gitignore
CMakeLists.txt - fixed typo in HAVE_SOFTPOLY. 2020-04-22 21:57:59 +02:00
LICENSE
README.md - replaced continuous integration badges in readme 2020-04-11 20:51:53 +03:00

Welcome to GZDoom!

Build Status

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.