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Open source GZDoom community splinters after creator inserts AI-generated code
news.movim.eu / ArsTechnica • 16 October • 1 minute
If you've even idly checked in on the robust world of Doom fan development in recent years, you've probably encountered one of the hundreds of gameplay mods , WAD files , or entire commercial games based on GZDoom . The open source Doom port —which can trace its lineage back to the original launch of ZDoom back in 1998 —adds modern graphics rendering, quality-of-life additions, and incredibly deep modding features to the original Doom source code that John Carmack released in 1997.
Now, though, the community behind GZDoom is publicly fracturing, with a large contingent of developers uniting behind a new fork called UZDoom . The move is in apparent protest of the leadership of GZDoom creator and maintainer Cristoph Oelckers (aka Graf Zahl) , who recently admitted to inserting untested AI-generated code into the GZDoom codebase.
"Due to some disagreements—some recent; some tolerated for close to 2 decades—with how collaboration should work, we've decided that the best course of action was to fork the project," developer Nash Muhandes wrote on the DoomWorld forums Wednesday . "I don't want to see the GZDoom legacy die, as do most all of us, hence why I think the best thing to do is to continue development through a fork, while introducing a different development model that highly favors transparent collaboration between multiple people."