[HN Gopher] Can Grafana run Doom? ___________________________________________________________________ Can Grafana run Doom? Author : thinkmassive Score : 80 points Date : 2022-03-31 20:10 UTC (2 hours ago) (HTM) web link (grafana.com) (TXT) w3m dump (grafana.com) | paxys wrote: | I wish they went into more detail about how the rendering | happens. Compiling Doom to WebAssembly via Emscripten and running | it in your browser is great, but it has been done before | countless times. Taking the output and plotting it as a time | series in Grafana... _that_ is incredible. | kpelelis wrote: | Hey Kostas here (one of the 3 people we did this). We are | actually using a WASM port of chocolate-doom from which we are | getting the frame buffer from WebGL. We use 256 time series to | represent each color, and then we are using an algorithm to map | pixel data to their corresponding time series. Since doom uses | more than 256 colors, we are using a redmean approximation to | find the closest match | tanduv wrote: | I understand that the game is being "run" client side... how | are the other components (health, ammo counters) talking to | each other? Very cool btw! | kpelelis wrote: | Thanks a lot :) That was literally a last 30 minute hack. | We wrote some dirty code that exposes player stats into the | javascript space and then it was a matter of forwarding | them into the data source. | paulryanrogers wrote: | Actually in DOS Doom only uses 256 colors for rendering and | its palette. | qbasic_forever wrote: | Yeah this could be anything from "wow cool" to "holy smokes, | how is THAT possible???". If all of the game state, output | pixels etc were turned into time series data and reassembled in | a dashboard in real time--THAT is pretty cool! | spicybright wrote: | Honestly, from what I've seen indie game development is | sorely lacking for an easy real time dashboard display/input. | | being able to expose variables, edit them and see them update | live, and maybe even rewind your game to retest different | scenerios would be so helpful to many games. | adamrezich wrote: | this sounds neat on paper but once your game is beyond a | sufficient complexity threshold this quickly becomes | untenable. | dustymcp wrote: | Unity 3d has this where you can update variables directly | from the editor, some scripts can be reloaded aswell, maybe | you meant for network games ? | [deleted] | oneshoe wrote: | SHOULD Grafana run Doom? | pluc wrote: | There's something about the possibility of fragging your | exceptions that is probably zen-inducing for a lot of folks. | lloeki wrote: | Probably as satisfying as fragging processes? | | https://www.cs.unm.edu/~dlchao/flake/doom/chi/chi.html | egypturnash wrote: | A rare exception to Betteridge's Law Of Headlines ("any headline | that ends in a question mark can be answered by the word _no_ "). | | Possibly even a candidate for a consistent exception: any | headline that asks if Turing-complete system can run Doom can be | answered by the word _yes_. | beebeepka wrote: | Sure but we can work around that law by constructing a headline | such as "Can Romero beat your ass at doom?" It sure would be a | resounding yes for most of us. He would stand no chance at | Quake, though | [deleted] ___________________________________________________________________ (page generated 2022-03-31 23:00 UTC)