Ars Technica
Someone got Doom in an SQL database- Facts included
- SQLDoom uses a small Python client to handle input and output, drive the game's timing, and display each frame to the screen.
- A series of CedarDB tables tracks the game geometry and state.
- About 1,300 lines of SQL queries spread across 89 common table expressions implement the game logic and generate 35 bitmap framebuffers per second.
- SQLDoom produces full‑color 640x480 frames that resemble the original Doom graphics.
- SQLDoom is an evolution of Vogel's earlier DoomQL project, which produced grayscale ASCII graphics similar to Wolfenstein 3D.
- Sourcing
- The article relies on a single primary source (the author’s own blog post). No external verification, expert commentary, or independent testing is provided, limiting the depth of sourcing.
- Framing
- The piece mixes factual reporting (description of architecture, code size, frame resolution) with opinionated language, such as calling the earlier DoomQL project "more akin to the simplistic 90‑degree‑angled maps of Wolfenstein 3D" and labeling the headline claim as "obviously…
- Omissions
- The article does not explain performance metrics (e.g., frame rate stability, latency) compared to native Doom implementations, nor does it discuss the practical usefulness or limitations of running game logic in SQL beyond the novelty factor.
- Rhetorical notes (4)
- Headline framing · Contrast statement · Clarifying correction