
"If you've dabbled at all in playing the original or Doom 2 on PC, you've likely used GZDoom before: It's one of many "source ports" of the original engine out there. Some ports are more suited for multiplayer, others offer more modern features like jumping and freelook (heathens!), and GZDoom is arguably the most popular after 20 years of history in the Doom modding scene. A fork from the previously popular ZDoom, it was published by Christoph Oelckers, known as Graf Zahl, in 2005."
"'Ohh God please no. Spare gzdoom from the drama' A now-locked post over on r/boomershooters gives further insight into how Zahl's actions have gone over with the community. "Ohh God please no. Spare gzdoom from the drama" reads one post, speaking to the frustration over the inclusion of the code and the inevitable back and forth Internet Debates™ likely to spawn from any discussion of AI and LLMs."
GZDoom is a long-standing source port of the original Doom engine, released as a fork of ZDoom by Christoph Oelckers (Graf Zahl) in 2005 and widely used in the modding community. Graf Zahl incorporated some ChatGPT-written code into the project and defended that choice on GitHub, claiming widespread use of AI for boilerplate code. Tensions over leadership and code decisions prompted some contributors to leave and initiate a new fork, UZDoom, intended to preserve GZDoom features. Community reactions included alarm and criticism, and at least some LLM-added code was rejected according to public comment threads.
Read at Kotaku
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