Could've waited another day and roll this out as April Fools. What a lost opportunity.
Wait, this is _not_ an April Fools joke?
Also March 31st was the 25 anniversary of Doom, so it felt more appropriate than April 1st.
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Actually in DOS Doom only uses 256 colors for rendering and its palette.
256 at any one time. But, the game has different palletes on different levels. I guess they have to map each pallete to a single display method.
Good use case for Grafana illustrating that it’s cool but pointless. Why does anyone use Grafana with so many better alts? It’s clearly open source astroturf.
Good use case for Grafana illustrating that it’s cool but pointless. Why does anyone use Grafana with so many better alts? It’s clearly open source astroturf.
A tool originally designed for making graphs in a dashboard becomes a full-fledged development environment - is this really a good thing?
I wish they went into more detail about how the rendering happens. Compiling Doom to WebAssembly via Emscripten and running it in your browser is great, but it has been done before countless times. Taking the output and plotting it as a time series in Grafana... that is incredible.
Hey Kostas here (one of the 3 people we did this). We are actually using a WASM port of chocolate-doom from which we are getting the frame buffer from WebGL. We use 256 time series to represent each color, and then we are using an algorithm to map pixel data to their corresponding time series. Since doom uses more than 256 colors, we are using a redmean approximation to find the closest match
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Honestly, from what I've seen indie game development is sorely lacking for an easy real time dashboard display/input. being able to expose variables, edit them and see them update live, and maybe even rewind your game to retest different scenerios would be so helpful to many games.
I know it's not quite what you had in mind, but the game I play has a publicly documented API so I wrote a Prometheus exporter for it and visualise the stats in Grafana. https://joshhunt.grafana.net/dashboard/snapshot/TJv1Wu64IykH... https://github.com/joshhunt/prom-destiny-exporter I've heard (but have no direct knowledge myself) that PUBG publishes extremely detailed telemetry(?) for matches, so detailed that you c…
Earlier quoted context omitted.
Hey Kostas here (one of the 3 people we did this). We are actually using a WASM port of chocolate-doom from which we are getting the frame buffer from WebGL. We use 256 time series to represent each color, and then we are using an algorithm to map pixel data to their corresponding time series. Since doom uses more than 256 colors, we are using a redmean approximation to find the closest match
Hold on - so this isn't an April Fool's joke?
A tool originally designed for making graphs in a dashboard becomes a full-fledged development environment - is this really a good thing?