Doom-htop: The classic DOOM game over htop
github.com
github.com
On the other hand, I would never think of htop as a rendering engine for anything. Totally mind-blowing and impressive. Software hacking at its finest! Kudos!
It is easy if you don't really think about it, actually. Otherwise, it is not that trivial to get a good contrast and good performances. See libaa or libcaca for instance, hundreds of hours on this very subject.
Most of dev work these days is actually plumbing hardwork found in libraries : serialization? solved. Handle HTTP requests? solved. DB modeling? solved.
This submission is about using a process manager to play Doom, while PSDoom is about using Doom to perform process management.
except i'd like to see it somewhat more actually useful as a top replacement: size of the monster should be based on memory usage, and aggressiveness should be based on CPU usage. different rooms can be different users, and threads could also be shown as related somehow as could parent and child processes. sleeping processes should be sleeping obviously and zombie processes be frozen in space, maybe transparent, able to pass through? then a selection of weapons corresponding to the kill signals.
there are more things that could be added but then it gets further away from doom.
It's also extensible - you can easily replace the commands used by it to gather the process list and to kill processes, so you can make variations of it using different kind of data without even recompiling the game. Once at a game jam I made "fsdoom" this way - a file manager utility that let you delete files from your $HOME by killing monsters.
but that configurability is cool. fsdoom sounds like a great idea. but here too i'd like monster size be based on filesize, rooms based on folders...
He just had to learn how to launch it as root (which isn't required for it to work) while preserving access to graphics server from the user's session (and there are better ways to do it than what he shown). All his "fork" does is changing the README file.
> or if it was him who created psdoom-ng
Nope, just a random youtuber discovering a project from 1999.
I can’t imagine the effort involved in this. Someone did mention this takes advantage of prior work just rerendering in ascii and mapping to procs but that’s not a negligible amount of work. How long did this take? I feel like I know nothing and I’ve been in this industry for more than I’d like to say.
This is awesome but I feel incredibly stupid.
Let's say you work 8 hours per day, 1 hour commuting. That's 15 hours left, you need to eat and sleep and bath and whatever. That leaves 15 hours because who cares about eating or sleeping or taking a bath. More than enough time to do this in 3 years.
Alright, enough time there, I need to finish my raycaster on 6502.
Just imagine a Todo List or a Calendar in Doom.
Nitpick: This is not a todo list or a calendar in Doom; this is Doom running in a todo list or a calendar. About a todo app - we already have a doom rendered using checkboxes [1], integrating that into a todo app is left as an exercise for the reader.
Ho you are new to the craft aren't you.
Not really but I'm glad that someone did.
And as bonus :) I still play good old DOOM using source port. Okey, enough talking, time to fry some monsters :)