Building a Doom-Like Multiplayer Shooter in Pure SQL
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A developer built a DOOM-like multiplayer shooter using pure SQL, sparking discussion on the limits of SQL and the project's technical merits.
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Sep 9, 2025 at 11:12 AM EDT
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A Postgresql-compatible HTAP. It appears to be single server and closed source. Roadmap: https://cedardb.com/docs/roadmap/
Krieger, is that you? You went too far with it.
I am all for catgirl holograms, so good science by Archer's Krieger on that. But SQL should not run Doom. The limits of science have been pushed beyond madness!
Well okay, "does it run Doom" comes up here frequently.
But why not solve "does it run catgirls" first, if you are a real-life mad scientist?
Is this a reference to Far Cry 1?
https://github.com/cedardb/DOOMQL/blob/f14b5ef9ef0b23045376b...
Though there, you are still writing the main game logic in Rust or C#
Thanks for the pointer to SpacetimeDB - haven't heard of it before!
I briefly looked into it, but never got past that fundamental piece.
This is awesome - multiplayer is a great addition. Really like the cone in the mini-map too
Are we sufficiently far from 1993 to just “round” it all to being Doom-like? certainly it’s better for eyeballs.
As I recall there were a few games using a similar engine at the time, it's just that they didn't left much of an impression. Some examples would be Blake Stone and Corridor 7.
If it's using raycasting, it's not DOOM-like...
I suppose if there's one frustration it's that various 8/16bit dooms are out there including asciidoom and wondering why the better UX/vis of those weren't a thing...
Though doing all the game state updates and rendering in SQL is impressive.
I couldn't find the site after a quick search,maybe the wayback machine.
Other efforts such as Doom (like) CAPTCHA or Doom in TypeScript types are either so incomplete, unplayable, or so absurdly abstract that it strikes me as desperate cries for attention.
That said, people have all kinds of weird interests, so to each their own. I'd just prefer these absurd efforts didn't take up so much attention that they distract from artistic efforts with more to say than "look what I can do". Even some other efforts in Doom; like "Thatcher's Techbase", "Kriegsland: Blutorden", "Blades of Agony", or HDoom.
now it has evolved to trying to prove turing-completeness on the least places you'd expect it to be.