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Can Grafana run Doom?

grafana.com

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Re: Can Grafana run Doom?

#31
post #30
post #21

Could've waited another day and roll this out as April Fools. What a lost opportunity.

Wait, this is _not_ an April Fools joke?

Nope. It actually works.

Also March 31st was the 25 anniversary of Doom, so it felt more appropriate than April 1st.

Re: Can Grafana run Doom?

#32

Earlier quoted context omitted.

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.

All levels use the same set of palettes. Aside from the normal palette, there are palettes representing various levels of color tinting for pickup/pain/berserk effects, and a slightly green tinted one for the radiation suit.

Re: Can Grafana run Doom?

#33
post #29

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.

Genuinely asking: what other alternatives would you consider? Open or closed source, either way. Grafana seems pervasive around me and I always like to compare alternatives.

Re: Can Grafana run Doom?

#34
post #29

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.

What are the "so many better alts"? I have my complaints about Grafana, but anything else I've found is either much much more bare-bones or tied fairly deeply to specific tasks and setups. Would love to learn about alternatives.

Re: Can Grafana run Doom?

#36

A tool originally designed for making graphs in a dashboard becomes a full-fledged development environment - is this really a good thing?

They are pushing the time-series rendering code to it's limits I'm sure here and for sure would've uncovered lots of bugs and possibilities for performance improvements with this.

Re: Can Grafana run Doom?

#37
post #9
post #5

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

Hold on - so this isn't an April Fool's joke?

Re: Can Grafana run Doom?

#38

Earlier quoted context omitted.

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…

There's also a Prometheus exporter for Factorio (https://mods.factorio.com/mod/graftorio2), which of course exposes huge amounts of data about the current state of your factory. Makes me wish you could flag specific regions of a factory as being distinct so that you could then drill down to find out where the iron shortage is.

Re: Can Grafana run Doom?

#39
post #37
post #9

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?

No, it is not :D It was part of an internal hackathon. You can actually try it (there are links on the blog post)

Re: Can Grafana run Doom?

#40

A tool originally designed for making graphs in a dashboard becomes a full-fledged development environment - is this really a good thing?

The intention of this was not to change the Time Series panel in a way that it can accommodate real time graphics rendering because it is not intended to do that. It was more about pushing the limits and figuring out performance bottlenecks
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