An idtech 1 (well, it was called Doom Engine first) source port thanks to John Carmack you can do that for most of id Software game engines up until idtech 4.
It was probably the “gold standard” modern port of the OG DooM/DooM II/Hexen etc games. There are some other source ports made for multiplayer, some made for cranking the graphics up to 11, some made to ensure exact match to original engine behavior for speed running purposes, but GZDoom was kind of the standard the community had settled on that did enough of all of that to be good.
There are full “boomer shooter” style indie games built off of it and the expanded features it offers, like 3D model support and greatly improved lighting. Then the lead dev went a little bonkers (I don’t know the specifics) and people forked it into this and have kept improving it.
If I remember right, they got kicked for using AI to code and being an absolute shit about it when they got caught. This is on top of past issues with their behaviour as well.
I’m not a member of the Doom community at all, so this is just what I remeber from when it happened.
Not quite but close. Graf wasn’t working on gzdoom for a while and showed up just one day and push code to prod without the other devs knowing. Other devs found out it was LLM code and got upset and graf did graf shenanigans which was the ladt straw for the other devs and they forked it.
And what’s gzdoom?
Gzdoom is an advanced modder friendly continuation of zdoom.
I feel obligated to continue the chain…
what is zdoom?
An idtech 1 (well, it was called Doom Engine first) source port thanks to John Carmack you can do that for most of id Software game engines up until idtech 4.
https://en.wikipedia.org/wiki/Id_Tech#Development
https://github.com/id-Software
Aimed for heavily modding support to be specific
There are other source ports which tend to:
Heavily updated id tech engine
It was probably the “gold standard” modern port of the OG DooM/DooM II/Hexen etc games. There are some other source ports made for multiplayer, some made for cranking the graphics up to 11, some made to ensure exact match to original engine behavior for speed running purposes, but GZDoom was kind of the standard the community had settled on that did enough of all of that to be good.
There are full “boomer shooter” style indie games built off of it and the expanded features it offers, like 3D model support and greatly improved lighting. Then the lead dev went a little bonkers (I don’t know the specifics) and people forked it into this and have kept improving it.
If I remember right, they got kicked for using AI to code and being an absolute shit about it when they got caught. This is on top of past issues with their behaviour as well.
I’m not a member of the Doom community at all, so this is just what I remeber from when it happened.
Not quite but close. Graf wasn’t working on gzdoom for a while and showed up just one day and push code to prod without the other devs knowing. Other devs found out it was LLM code and got upset and graf did graf shenanigans which was the ladt straw for the other devs and they forked it.
Feel free to fork the project under a
An game engine that happens to play classic doom.