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BiasedDoom

Engine for Doom (1993) | Category: Source ports

Author: EricsonWillians | Curator: User AvatarModbadger

Engine for Doom (1993) | Category: Source ports

Author: EricsonWillians | Curator: User AvatarModbadger

BiasedDoom is a fork of the GZDoom engine focused on advanced next-generation modding. The engine offers built-in loading of glTF 2.0 models, skeletal animation, PBR materials, rich post-processing settings, an advanced third-person camera, and a built-in level generator.

Uploaded15.07.2026 17:44
VersionLatest
Size26.60 MB
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Localizations:

English

The engine is localized into 1 language

(You don’t need to download anything extra to play in these languages)

BiasedDoom is a deep technological overhaul of the classic GZDoom source code. The project targets mod authors and players who want a cinematic, atmospheric look on par with modern indie horror games, without losing access to the massive library of classic content. Modern AI assistants are actively used in the engine's development, and code quality is judged solely by its stability and functionality.

Key differences between BiasedDoom and GZDoom

While the original GZDoom focuses on accurately simulating the classic engine and offers basic 3D support, BiasedDoom takes the graphics pipeline to a new level:

  • Native glTF 2.0 support: Unlike GZDoom, which requires converting models to older formats (MD3/voxels), BiasedDoom loads .gltf and .glb files directly from Blender, with full support for skeletal animation, bone weights, and GPU-side animation blending.

  • Full PBR (Physically Based Rendering): A modern metallic-roughness workflow has been implemented for models.

  • A massive post-processing stack: Advanced shaders have been added, accessible right from the in-game menu (including VHS simulation, CRT masks, advanced fog, and color grading).

  • Procedural map generator: A built-in system for creating UDMF levels without external utilities.

Detailed breakdown of features

Graphics, lighting, and PBR

The developer has significantly expanded the renderers' capabilities (OpenGL, Vulkan, GLES2). The game now features full physically based rendering and a flexible lighting system:

  • Advanced lighting: Configuration of dynamic light falloff (linear, inverse-square), shadow softness control, indirect light bounce (GI Ambient), and emissive glow intensity.

  • Ready-made lighting presets: 12 visual styles are available, including Warm Cinematic, Horror Contrast, Neon Glow, and Void Dread.

Atmosphere and post-processing

Post-processing effects now apply not only to the game world but are also correctly overlaid on the HUD and interface.

  • Volumetric fog: Silent Hill-style fog has been implemented, with control over dispersion height, turbulence, and gradients. A long-standing engine issue in Doom engines has been fixed: black fog is now treated as genuine colored fog (0x000000) instead of being reset to standard lighting.

  • Analog effects: A VHS shader simulates frame jitter, desaturation, tape noise, and chromatic aberration without external textures. CRT filters (Aperture Grille, Shadow Mask) are available with pincushion distortion, whose frequency is independent of screen resolution (the effect looks equally good at 1080p and 4K).

  • Color grading: Tone-mapping profiles have been added (ACES, Lottes Filmic, Silent Hill, Gothic Noir), along with atmospheric palettes (Toxic, Cyberpunk, Hellfire).

Third-person camera

The third-person camera has been completely reworked and moved from console commands into a full settings menu:

  • Dynamic crosshair: The crosshair is projected onto the actual bullet impact point rather than simply drawn at the center of the screen. The mode adapts to distance and target type (enemy/ally).

  • Presets: Numerous ready-made camera presets, including over-the-shoulder (action shoulder), survival horror, and cinematic views. When the camera is enabled, weapon sprites are automatically hidden.

  • Improved collision: The camera no longer clips through walls, thanks to a customizable collision system.

Built-in map generator

Procedural Game mode can be launched right from the main menu (even when using heavy mods like Brutal Doom):

  • Generation is fully deterministic: the same seed always produces an identical map.

  • The algorithm first builds a progression graph (keys, locked doors, arenas, secrets, hubs, and the final boss) and only then generates the geometry, which rules out impassable areas.

  • Map size is adjustable via a slider from 1 to 20.

  • Maps feature excellent verticality (stairs, elevators), symmetrical texture alignment at seams, and balanced monster distribution (large enemies like the Cyberdemon only spawn in spacious arenas).

Interface and auto-aim customization

  • Player skins: The selected character appearance no longer "resets" when using gameplay mods that replace player classes.

  • Auto-aim settings: It can be fully disabled or have its sensitivity adjusted separately for the horizontal and vertical axes.

  • Mugshot customization: The character portrait on the status bar (both in the original ZScript HUD and in older SBARINFO mods) can now be freely scaled (from 0.25x to 4x) and repositioned along both axes directly from the menu.