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Building a DOOM-like multiplayer shooter in pure SQL

cedardb.com

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Re: Building a DOOM-like multiplayer shooter in pure SQL

#21

Earlier quoted context omitted.

Yeah, it is definitely Wolfenstein 3D in my opinion. Many Doom-clones are. Maybe Wolfenstein 3D is a Doom-clone in itself? I dunno, I do not know the history. Can anyone enlighten me?

Wolfenstein came first, Doom followed from the same team. While some doom clones at the time continued to use the Wolfenstein engine it was fairly brief. Rise of the triad is I think the most impressive one using basically the Wolfenstein model?

Depends where you want to draw the line. You could trace the lineage all the way back to Rogue with its grid map where the player is fixed to the grid and moves in full block increments. Then you had those 3D maze games where you were still on the grid and stuck moving in cardinal directions, but you got a 3D representation of the area. Then Wolfenstein allowed the player to move freely on the same grid map. Finally Doom (finally!) dispensed with the grid and made the map out of vectors.

Re: Building a DOOM-like multiplayer shooter in pure SQL

#22

Earlier quoted context omitted.

Wolfenstein came first, Doom followed from the same team. While some doom clones at the time continued to use the Wolfenstein engine it was fairly brief. Rise of the triad is I think the most impressive one using basically the Wolfenstein model?

Depends where you want to draw the line. You could trace the lineage all the way back to Rogue with its grid map where the player is fixed to the grid and moves in full block increments. Then you had those 3D maze games where you were still on the grid and stuck moving in cardinal directions, but you got a 3D representation of the area. Then Wolfenstein allowed the player to move freely on the same grid map. Finally…

Not knocking your history, but I gotta say that Wolfenstein-3D was like nothing I'd ever seen...and I played the original Wolfenstein on the Apple II--and the original Wizardry as well, which is a lot more to the point than Rogue IMHO. The Wizardry map grid and the Wolfenstein-3D map grid are really similar, now that I think about it.

Re: Building a DOOM-like multiplayer shooter in pure SQL

#24
post #2

This is a clever ad! I had not heard of them so I looked up the technology behind it: https://cedardb.com/docs/technology/ A Postgresql-compatible HTAP. It appears to be single server and closed source. Roadmap: https://cedardb.com/docs/roadmap/

IIUC its a commercialisation of a research DB called Umbra which has some pretty amazing performance characteristics.

Re: Building a DOOM-like multiplayer shooter in pure SQL

#26
post #2

This is a clever ad! I had not heard of them so I looked up the technology behind it: https://cedardb.com/docs/technology/ A Postgresql-compatible HTAP. It appears to be single server and closed source. Roadmap: https://cedardb.com/docs/roadmap/

Would this multiplayer work on Postgresql?

Depends on what you mean by "works" I guess. The statements all look like PostgreSQL SQL and should, therefore, all work. That said, they are pretty heavy duty, especially the recursive Ray tracing, so I expect it to lag quite a bit.

Re: Building a DOOM-like multiplayer shooter in pure SQL

#27
post #17

Feel like the logical extreme of this is a database built for multiplayer games, something like: https://github.com/clockworklabs/SpacetimeDB Though there, you are still writing the main game logic in Rust or C#

Yea, I actually thought of the viability of SQL for games while working on DOOMQL. It's just so easy to express a lot of game logic in SQL queries. As an avid OSRS player I was thinking about doing a simple MUD/MMO next. Thanks for the pointer to SpacetimeDB - haven't heard of it before!

My understanding is that Spacetime db embeds the "system" component of an ECS into a DB. The rest of the ECS is in there too.

I briefly looked into it, but never got past that fundamental piece.

Re: Building a DOOM-like multiplayer shooter in pure SQL

#29

I'd say this is more like Wolfenstein 3D :)

tbh feels like OG Wolf crossed with some early text based 'first person' RPG crossed with real time updates...

I suppose if there's one frustration it's that various 8/16bit dooms are out there including asciidoom and wondering why the better UX/vis of those weren't a thing...

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