vkdoom_m/README.md
Marisa the Magician 991d522c57 Squashed 'libraries/ZWidget/' changes from b5ae8c8ab0..bac2a2edc5
bac2a2edc5 Exclude SDL2 from Windows compilation.
5b859bfd84 WaylandDisplayBackend: If the clicked window has a locked mouse, hide the cursor afterwards
ce76df6aa6 WaylandDisplayBackend: Add a TODO about XDG_Activation
a0ba04275b WaylandDisplayWindow: Move XDG Activation Token outside activate()

git-subtree-dir: libraries/ZWidget
git-subtree-split: bac2a2edc52cf12d1223244251876e9c4533e614
2025-09-24 19:42:37 +02:00

2.4 KiB

Welcome to VKDoom!

VKDoom is a source port based on the DOOM engine with a focus on Vulkan and modern computers.

Please see license files for individual contributor licenses.

Addendum by Marisa: This fork is a continuation of the original VKDoom by dpJudas et al, as it's been officially abandoned. At the moment, only some bug fixes will be happening (both by yours truly and sparingly merged from upstream GZDoom when needed), but I do have some ideas here and there, maybe some additional features too while I'm at it. Any volunteers to help along are welcome, of course.

Releases

We do not have any official release of VKDoom yet. You can however download a binary build of the latest master branch commit at https://github.com/OrdinaryMagician/VkDoom_m/releases/tag/nightly

Build Guide

Prep

For Windows, you need the latest version of Visual Studio, Windows SDK, Git, and CMake to build VKDoom.

For Linux, you need the following:

  • libsdl2-dev
  • libopenal-dev
  • libvpx-dev
  • git
  • cmake

For Mac, the following project is recommended, as it contains all the dependencies and makes building easy: https://github.com/ZDoom/zdoom-macos-deps

Clone the repo

After you have the packages installed, cd into your projects directory, and do the following to clone:

git clone https://github.com/OrdinaryMagician/VkDoom_m VkDoom

Afterwards, cd into it

cd VkDoom

Make a build folder, then cd into it

mkdir build
cd build

Building

Windows

For Windows, run the following to prepare your build environment and the second command will build:

cmake -A x64 ..
cmake --build . --config Release -- -maxcpucount

(replace x64 with ARM64 if you're building on ARM64)

For 'ninja', make sure the ninja package is installed on your distro (ex: Debian: sudo apt install ninja) - then run the following to prepare your build environment and the second command will build:

cmake .. -DCMAKE_BUILD_TYPE=Release -G Ninja
cmake . --build

Linux - Make

For 'make', run the following to prepare your build environment and the second command will build:

cmake .. -DCMAKE_BUILD_TYPE=Release
make -j $(nproc)

Mac OS

For Mac, if you're using zdoom-macos-deps, simply cd into it and type the following:

./build.py --target vkdoom

Licensed under the GPL v3

https://www.gnu.org/licenses/quick-guide-gplv3.en.html