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Quandoom: A port of DOOM for a quantum computer

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Re: Quandoom: A port of DOOM for a quantum computer

#31
post #7
post #3

"Please note - it will use about 5-6 GB of ram and take a while to load since it's a very large circuit file." I love it. So absurd. 200 years from now people will be running Doom on artificial black holes or programmable matter and the readmes will be pretty much the same.

Meanwhile, you can run the Z-Machine, at least up to v3 games (most of Infocom games) under a PostScript interpreter like PostScript. So, it might run under 1GB or ram and less.

The Z-machine could run under 64k or RAM, or less, back in the day.

1GB is probably more than you'd need to store all the Infocom releases!

Re: Quandoom: A port of DOOM for a quantum computer

#32
post #7

Earlier quoted context omitted.

Meanwhile, you can run the Z-Machine, at least up to v3 games (most of Infocom games) under a PostScript interpreter like PostScript. So, it might run under 1GB or ram and less.

The Z-machine could run under 64k or RAM, or less, back in the day. 1GB is probably more than you'd need to store all the Infocom releases!

I know, there are even ports for the original Game Boy (not even the Color, the less powerful B/W one). I ran Calypso and Tristam Island on these as an experiment.

But I meant 1GB for the quantum computer OFC.

Re: Quandoom: A port of DOOM for a quantum computer

#33
post #6

Earlier quoted context omitted.

There's a port of Quake for the Z-Machine, but just the first level.

I just had to see that: https://ifdb.org/viewgame?id=lkr2jf03np19ieix It's playable online and quite well done!

A pity is not libre; if if were I could make a few more levels for it as the Inform6 language it's literally a dumbed down OOP language (except for the non-English/Spanish grammar library methods/commands, the ones made in Inform6 itself) and the objects in the game are self-explanatory to code. Really simple, even a 10 year old could make a shortish game.

Re: Quandoom: A port of DOOM for a quantum computer

#34

I was all on board until I saw the video. Black and white! Has this been designed for a quantum gameboy? I don't think you can claim this to be truly useful until you've achieved 8 bit colour depth.

Quantum CGA will be mind-blowing.

Including Quantum Sound Blaster™

Re: Quandoom: A port of DOOM for a quantum computer

#37
post #20

Quantum computers are a superset of normal computers, so im not sure what the fuss is here.

This is not strictly correct. Quantum computers can do some things normal computers can't, but the reverse is also true.

I don't think that's true. What's your example? As far as I know any operation on a classical computer can be emulated on a quantum computer in some short amount of time; constant time, maybe.

Re: Quandoom: A port of DOOM for a quantum computer

#39
post #16
post #13

What is all the "reversibility" the readme is talking about? How are non x-ray walls, reversibility and quantum connected?

Basically, quantum gates are mathematically represented as multiplying your state by unitary matrices. Unitary matrices are ones where their inverse is their own conjugate transpose (i.e. XX*=I). Since each gate has an inverse, for any computation you can reverse it (in other words find a circuit that recovers the inputs from the outputs). In practice this means that you sometimes have to keep around extra bits calle…

So by 'reversibility' they mean that good graphics would require too much memory (bc quantum can't reuse memory as traditional computers do), and we don't have the resources for that yet.
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