[HN Gopher] Can Grafana run Doom?
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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]
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