Developer ports 1993 Doom's engine and renderer to run entirely in SQL
A developer has built SQLDoom, a version of the original 1993 Doom whose game logic and renderer run inside a SQL database, producing full 320x200 frame buffers at up to 60Hz while the game loop runs at Doom's native 35 FPS. Python is used only for timing, keyboard input and displaying the returned bitmap, and the project supports multiplayer deathmatch via public EU and US servers running the shareware episode.
GoKawiil's interpretation of the reporting above, not reported fact.
The project follows the same developer's earlier DOOMQL experiment, which approximated Doom with raycasting rather than its actual BSP-tree rendering; this new version aims for closer visual and technical fidelity to the original engine. It serves as a demonstration of how far SQL can be pushed beyond typical data-query workloads into real-time graphics and game logic, which could interest developers exploring unconventional uses of database engines.
- SQLDoom reimplements Doom's BSP-based rendering and game loop entirely within SQL.
- The renderer outputs full 320x200 RGB frame buffers at up to 60Hz; the game loop runs at Doom's original 35 FPS.
- Public multiplayer deathmatch servers are live, running the shareware first episode with four player slots and a queue system.
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Published there as: “We ported the original Doom to SQL”
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