QZDoom is a continuation of dpJudas's truecolor software rendering, merged with and forked from GZDoom.
Why merge with GZDoom?
Compatibility. It helps with the ever-growing wishlist of features for the port. If it runs on GZDoom, it runs on QZDoom, and hopefully QZDoom will eventually be able to "borrow" some of GZDoom's effects. It is also a goal that if this project is able to inherit enough of GZDoom's features, it will allow GZDoom itself to move forward further than would otherwise be possible since some users will no longer be held back by such a move. This is not intended to replace GZDoom, but rather, to exist alongside it, simply to offer an alternate renderer for development, testing, and playing.
Project Wishlist
These are features that are planned for QZDoom. Not all of them may make it in.
- Bloom/tonemaps
- "GL" Lights
- "GL" Skyboxes
- Model support (will be done in a similar manner to voxels, so it won't be as good as GZDoom's)
- True freelook support
- GZDoom's texture upscaling filters (HQNx, xBRZ, etc)
- Floor decals
- Flat&Wall sprites
Why, yes, we do! But they're kind of basic... Download
VERY IMPORTANT: This is currently considered alpha. More is planned for this project, though it may or may not all happen, depending on if I have the time. Don't expect everything to always work - there will be problems.
Home Page: http://qzdoom.drdteam.org/
Source: https://github.com/raa-eruanna/qzdoom
Builds: http://devbuilds.drdteam.org/qzdoom
Spoiler: old versions