Someone Got Doom In an SQL Database (arstechnica.com)
(Sunday October 04, 2026 @11:34AM (BeauHD)
from the because-of-course-they-did dept.)
An anonymous reader quotes a report from Ars Technica:
> Rendering Doom in a database is obviously a bad idea," Lukas Vogel writes in [1]a lengthy blog post explaining how exactly he [2]managed to render Doom using an SQL database . OK, that's not entirely accurate. The [3]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 [4]common table expressions implement the game logic and generate 35 bitmap framebuffers per second.
>
> In this, SQLDoom is a major improvement over [5]Vogel's previous DoomQL project , which last year set out to build "a multiplayer Doom-like shooter entirely in SQL." Unfortunately, that effort ended up with raycasting-based, grayscale ASCII graphics that were more akin to the simplistic 90-degree-angled maps of Wolfenstein 3D. The newer SQLDoom, on the other hand, generates full-color 640x480 frames that look like they could have come from the original Doom executable. [...] If you want to run a Doomtabase on your own local machine, you can do so simply with the [6]GitHub code , a copy of [7]CedarDB , and a Doom WAD file. Or you can jump into a [8]free online hosted demo match to test it out without all the setup [...].
[1] https://cedardb.com/blog/sqldoom/
[2] https://arstechnica.com/gaming/2026/10/can-it-run-doom-sql-database-edition/
[3] https://github.com/cedardb/sqldoom
[4] https://www.geeksforgeeks.org/sql/cte-in-sql/
[5] https://cedardb.com/blog/doomql/
[6] https://github.com/cedardb/sqldoom
[7] https://cedardb.com/
[8] https://demo.cedardb.cloud/projects/f23db33c-f37e-4a28-b73a-1c8151661179/doom
> Rendering Doom in a database is obviously a bad idea," Lukas Vogel writes in [1]a lengthy blog post explaining how exactly he [2]managed to render Doom using an SQL database . OK, that's not entirely accurate. The [3]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 [4]common table expressions implement the game logic and generate 35 bitmap framebuffers per second.
>
> In this, SQLDoom is a major improvement over [5]Vogel's previous DoomQL project , which last year set out to build "a multiplayer Doom-like shooter entirely in SQL." Unfortunately, that effort ended up with raycasting-based, grayscale ASCII graphics that were more akin to the simplistic 90-degree-angled maps of Wolfenstein 3D. The newer SQLDoom, on the other hand, generates full-color 640x480 frames that look like they could have come from the original Doom executable. [...] If you want to run a Doomtabase on your own local machine, you can do so simply with the [6]GitHub code , a copy of [7]CedarDB , and a Doom WAD file. Or you can jump into a [8]free online hosted demo match to test it out without all the setup [...].
[1] https://cedardb.com/blog/sqldoom/
[2] https://arstechnica.com/gaming/2026/10/can-it-run-doom-sql-database-edition/
[3] https://github.com/cedardb/sqldoom
[4] https://www.geeksforgeeks.org/sql/cte-in-sql/
[5] https://cedardb.com/blog/doomql/
[6] https://github.com/cedardb/sqldoom
[7] https://cedardb.com/
[8] https://demo.cedardb.cloud/projects/f23db33c-f37e-4a28-b73a-1c8151661179/doom