We ported the original Doom to SQL
Summary
The article describes porting Doom’s 1993 game logic and renderer to SQL, running the game loop at 35 Hz inside a database and producing frames via a SQL-based rendering pipeline. It covers architecture (BSP traversal, visplanes), performance metrics on typical hardware, and how multiplayer and run-it-yourself workflows are implemented using CedarDB. It illustrates a data-centric approach to game logic and rendering with practical takeaways for database-driven engineering.