http://www.theregister.co.uk/2016/04/22/web_page_now_big_as_doom/
Today’s bloated web pages can be bigger than installable applications in 1990′s!
http://www.theregister.co.uk/2016/04/22/web_page_now_big_as_doom/
Today’s bloated web pages can be bigger than installable applications in 1990′s!
61 Comments
Tomi Engdahl says:
https://arstechnica.com/gaming/2024/06/in-first-person-john-romero-reflects-on-over-three-decades-as-the-doom-guy/
Tomi Engdahl says:
Google’s GameNGen AI innovatively simulates Doom without a game engine, showcasing groundbreaking generative AI capabilities.
Google’s GameNGen: AI breaks new ground by simulating Doom without a game engine
https://venturebeat.com/ai/googles-gamengen-ai-breaks-new-ground-by-simulating-doom-without-a-game-engine/?utm_campaign=KH+%7C+Siemens+Ad+Impressions+%7C+General+Audience&fbclid=IwZXh0bgNhZW0BMAABHamP6wzDPzYc3aau_3gz3NUGAq4R8qZYbcAoghCAHVPljG4Ajjipgs1_sQ_aem_46_LGGNCHKR1p9Wzfpnpew&utm_medium=paid&utm_source=fb&utm_id=6572141142877&utm_content=6572142643877&utm_term=6572141143077
Google researchers have reached a major milestone in AI by creating a neural network that can generate real-time gameplay for the classic shooter Doom—without using a traditional game engine. This system, called GameNGen, marks a significant step forward in AI, producing playable gameplay at 20 frames per second on a single chip, with each frame predicted by a diffusion model.
“We present GameNGen, the first game engine powered entirely by a neural model that enables real-time interaction with a complex environment over long trajectories at high quality,” the researchers state in their paper, published on the preprint server arXiv.
This achievement marks the first time an AI has fully simulated a complex video game with high-quality graphics and interactivity. Running on a single Tensor Processing Unit (TPU)—Google’s custom-built AI accelerator chip—GameNGen handles Doom’s intricate 3D environments and fast-paced action with remarkable efficiency, all without the usual components of a game engine.
Doom has long been a technological benchmark since its 1993 release, ported to an astonishing array of platforms—from microwaves to digital cameras
Tomi Engdahl says:
Quantum computers join the list of devices capable of running DOOM with Quandoom, Luke Mortimer’s port of the first level of the game.
You can play it on PC: https://80.lv/articles/doom-can-now-run-on-quantum-computers/
Tomi Engdahl says:
Doom ported to run directly from a PDF file — DoomPDF port runs at approximately 12.5 FPS
https://www.tomshardware.com/video-games/doom-ported-to-run-directly-from-a-pdf-file-doompdf-port-runs-at-approximately-12-5-fps
The recent release of Pdftris inspired the developer of DoomPDF.
Tomi Engdahl says:
https://www.tomshardware.com/video-games/retro-gaming/doom-ported-to-a-standalone-microsoft-word-document-plays-well-but-theres-no-sound
Tomi Engdahl says:
https://hackaday.com/2025/01/20/you-can-now-play-doom-in-microsoft-word-but-you-probably-shouldnt/
Tomi Engdahl says:
Doom with wine
https://www.facebook.com/share/v/1GDckkCQXp/
Tomi Engdahl says:
https://hackaday.com/2025/02/10/nice-pdf-but-can-it-run-linux-yikes/
Tomi Engdahl says:
https://9to5mac.com/2025/02/05/doom-apple-lightning-hdmi-adapter/
Tomi Engdahl says:
https://simonwillison.net/2025/Feb/27/typescript-types-can-run-doom/
Tomi Engdahl says:
Abusing DuckDB-WASM To Create Doom In SQL
https://hackaday.com/2025/04/23/abusing-duckdb-wasm-to-create-doom-in-sql/
These days you can run Doom anywhere on just about anything, with things like porting Doom to JavaScript these days about as interesting as writing Snake in BASIC on one’s graphical calculator. In a twist, [Patrick Trainer] had the idea to use SQL instead of JS to do the heavy lifting of the Doom game loop. Backed by the Web ASM version of the analytical DuckDB database software, a Doom-lite clone was coded that demonstrates the principle that anything in life can be captured in a spreadsheet or database application.
The role of JavaScript in this Doom clone is reduced to gluing the chunks of SQL together and handling sprite Z-buffer checks as well as keyboard input. The result is a glorious ASCII-based game of Doom which you can experience yourself with the DuckDB-Doom project on GitHub. While not very practical, it was absolutely educational
https://github.com/patricktrainer/duckdb-doom
DuckDB-DOOM is an experimental game that demonstrates the power of SQL for computational tasks. The entire game logic, including 3D raycasting, enemy AI, collision detection, and rendering is implemented using SQL queries running in DuckDB’s WebAssembly build.