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!
Quandoom: A port of DOOM for a quantum computer
41–49 of 49 posts
Re: Quandoom: A port of DOOM for a quantum computer
#42The interesting part of this project is compiling doom into a weird target architecture: a .qasm circuit file. This requires you to do things like decompose additions into TOFFOLI gates. But the code in the repo doesn't include that part, it only includes the code for interpreting the circuit and the produced qasm file. The author is aware of this (from the readme): > For now I'm still tidying up the engine code, but…
I look forward to the day Nintendo sues a student for their quantum pokemon clone
Re: Quandoom: A port of DOOM for a quantum computer
#43I 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.
Re: Quandoom: A port of DOOM for a quantum computer
#44Re: Quandoom: A port of DOOM for a quantum computer
#45The interesting part of this project is compiling doom into a weird target architecture: a .qasm circuit file. This requires you to do things like decompose additions into TOFFOLI gates. But the code in the repo doesn't include that part, it only includes the code for interpreting the circuit and the produced qasm file. The author is aware of this (from the readme): > For now I'm still tidying up the engine code, but…
> Given that there's only 174 qubytes of storage (72376 qubits total - 6986 qubits ancilla - 64Kqb screen) it's clear that almost the entire world state is in the series of gates rather than in qubits. So, like, the wall locations are probably implicit in the series of instructions rather than being data-driven, so you wouldn't be able to make a wall that was in a superposition of two places. I'm also wondering how m…
I guess it’s fun to imagine or simulate though.
Re: Quandoom: A port of DOOM for a quantum computer
#46I 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.
Gameboy wasn't black and white, it was a mushy greenish gray. Thank you very much. I've seen some nice monochrome screens with 8-bit depth, but the Gameboy was only 2-bits. Maybe you could do some time based dithering...
Re: Quandoom: A port of DOOM for a quantum computer
#47Earlier quoted context omitted.
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
#48The interesting part of this project is compiling doom into a weird target architecture: a .qasm circuit file. This requires you to do things like decompose additions into TOFFOLI gates. But the code in the repo doesn't include that part, it only includes the code for interpreting the circuit and the produced qasm file. The author is aware of this (from the readme): > For now I'm still tidying up the engine code, but…
Re: Quandoom: A port of DOOM for a quantum computer
#49Quantum 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.
https://en.wikipedia.org/wiki/Quantum_logic_gate
There's a few types, and I imagine most things can be translated between them.
I think the most things are possible between the two, either will just be faster / more optimized for certain things, so it's less ideal to pick one or the other depending on what you're doing.