<p>Lukas Vogel discusses the SQLDoom project in a blog post, detailing how he managed to render Doom using an SQL database. The project utilizes a small Python client to manage input and output, control the game's timing, and display each frame. A series of CedarDB tables track the game geometry and state, while approximately 1,300 lines of SQL queries across 89 common table expressions implement the game logic and generate 35 bitmap framebuffers per second.</p><p>SQLDoom represents a significant advancement over Vogel's previous project, DoomQL, which aimed to create a multiplayer Doom-like shooter entirely in SQL. The earlier project resulted in raycasting-based, grayscale ASCII graphics resembling the simplistic maps of Wolfenstein 3D. In contrast, SQLDoom produces full-color 640x480 frames that resemble those from the original Doom executable.</p><p><a href="https://arstechnica.com/gaming/2026/10/can-it-run-doom-sql-database-edition/">Read full article</a></p><p><a href="https://arstechnica.com/gaming/2026/10/can-it-run-doom-sql-database-edition/#comments">Comments</a></p>
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SQLDoom Project Renders Doom Using SQL Database
Lukas Vogel's SQLDoom project successfully renders Doom using an SQL database, employing a Python client and CedarDB tables to manage game logic and graphics. This project improves upon his previous effort, DoomQL, which produced less sophisticated graphics.
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SQLDoom Project Renders Doom Using SQL Database