Someone got Doom in an SQL database

## Someone got Doom in an SQL database

## Someone got Doom in an SQL database 1,300 lines of SQL querying renders accurate bitmapped views of Hell at 35 fps. “Rendering Doom in a database is obviously a bad idea,” Lukas Vogel writes in a lengthy blog post explaining how exactly he managed to render Doom using an SQL database. OK, that’s not entirely accurate. The SQLDoom project uses a small Python client to handle input and output, drive the game’s timing, and display each frame to the screen. Behind that, a series of CedarDB tables tracks the game geometry and state, while about 1,300 lines of SQL queries spread across 89 common…

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Источник: Ars Technica

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