开发者将1993年发布的原始Doom游戏的逻辑和渲染引擎完全移植到SQL数据库中1。这一项目将游戏状态和所有运算逻辑存储在数据库表内,通过SQL查询和更新来驱动游戏运行,游戏循环维持原始的35 FPS性能,每个游戏tic的时间预算为28.6毫秒1。
移植后的游戏逻辑约5900行SQL,少于原始C源代码的9000行1。渲染管道由89个公用表表达式(CTE)组成,约1300行SQL代码1。性能表现方面,典型游戏tic耗时2.15毫秒占预算的8%,而最复杂场景(E4M1关卡包含46个怪物)耗时10.45毫秒占预算的37%1。渲染性能达到平均60 FPS,其中视平面渲染耗时3毫秒,深度解析耗时8.2毫秒1。
该移植版本支持最多4人的联机对战模式1,通过数据库的事务隔离机制保证游戏状态的一致性1。
Developers have successfully ported the logic and rendering engine of the 1993 original Doom game entirely into a SQL database environment 1. The complete game runs through SQL queries and database updates, with all game state and logic stored within database tables 1.
The SQL implementation maintains the original game loop at a fixed 35 frames per second, with each game tic allocated a budget of 28.6 milliseconds 1. The rendering pipeline comprises 89 common table expressions (CTEs) totaling approximately 1,300 lines of SQL code 1. Performance varies depending on in-game complexity: the most demanding scenario measured 10.45 milliseconds per tic on level E4M1 with 46 monsters, consuming 37 percent of the available budget, while a typical tic with 6 monsters requires only 2.15 milliseconds, or 8 percent of the budget 1. The rendering pipeline achieves an average of 60 Hz, with viewport rendering taking 3 milliseconds and depth resolution requiring 8.2 milliseconds 1.
The game logic comprises approximately 5,900 lines of SQL code, less than the original C source code's 9,000 lines 1. The implementation supports four-player online multiplayer battles, using the database's transaction isolation mechanisms to ensure consistent game state across all players 1.
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