Alternatives
Products that do what We attached vGPUs to sandboxed Chromium then played Doom 3 x WASM on it does
- 1IM
I sometimes pick up random projects just because I can, this was one of those times. I made it as a week long project a while back this year but never shared here, so thought to go for it haha. I created a game inspired by Doom and the backrooms called The Backdooms under 2.4kb in minified html. (for reference, this entire post would be around 1.8kB haha) I had to use a not popular way of using GZip with Zlib headers (had to write my own script for compressing it, also in the repo) to eventually convert it a size 40 QR code that works right in your browser using Decompressionstream API. This…
2025 · github.com
- 2AS
2019 · github.com
- 3KR
I got DOOM running in KiCad by rendering it with PCB traces and footprints instead of pixels. Walls are rendered as PCB_TRACK traces, and entities (enemies, items, player) are actual component footprints - SOT-23 for small items, SOIC-8 for decorations, QFP-64 for enemies and the player. How I did it: Started by patching DOOM's source code to extract vector data directly from the engine. Instead of trying to render 64,000 pixels (which would be impossibly slow), I grab the geometry DOOM already calculates internally - the drawsegs[] array for walls and vissprites[] for entities. Added a…
Nov 2025 · mikeayles.com
- 4MF
Hi there! I've been on-and-off working on TacOS for a few months, which follows some UNIX-derived concepts (exec/fork, unix-style VFS, etc) and is now able to run a port of Doom, with a fairly small amount of modifications, using my from-scratch libc. The performance is actually decent compared to what I expected. Very interested to hear your thoughts. Thank you!
2025 · github.com
- 5IB
Demo: https://www.youtube.com/watch?v=f5uygzEmdLw Hi HN, I built a RISC-V emulator that implements the RV32IM instruction set and a minimal syscall interface to run DOOM. A few weeks ago, I got my first output with a simple hello world assembly program. Since then I have been working tirelessly to get DOOM to run. I needed to figure out how to run C programs first, and came across newlib, which allows the underlying environment to implement the syscall stubs one by one until the programs run. I have also added ELF loading, but currently only a single `PT_LOAD` segment is…
May 2026 · github.com
- 6GA
2015 · chrome.google.com
- 7KA
2017 · github.com
- 8DA
2013 · doomguy.herokuapp.com
- 9AA
Earlier this year, we released our open-source game engine [0] built with Rust, WebAssembly, and WebGPU. Today, we’re happy to announce the Ambient platform, which brings web deployment, server hosting, and more to the runtime. With Ambient, you can make a game, deploy it to the browser in one command, share your URL and instantly play with others, no downloads or installs needed. Our WASM use is innovative; it is being used as both a sandboxed runtime for user code, and as a way to run the entire Ambient runtime in the browser. This, paired with our ECS data model, enables a highly modular…
2023 · ambient.run
- 10OC
2024 · ludocode.com
- 11WP
We’ve been building infrastructure to spin up browsers for AI agents. Originally, we built[0] it as a pool of warm Docker containers running Chromium, exposing: - Chrome DevTools Protocol (for Playwright/Puppeteer) - noVNC (for live view) We’ve been following the unikernel space for a while, so we decided to see if we could get our image on one. We went with Unikraft Cloud[1]. Here’s how it did: - Boot-up time: 10–20ms (vs. ~5s for Docker containers) - Near 0 CPU/memory consumption when idle - Still ~8GB RAM when active (headful Chromium) Potential use cases: - Standby mode during…
2025 · github.com
- 12RD
2017 · 1amstudios.com
- 13OR
2014 · openra.res0l.net
- 14AG
2015 · github.com
- 15IV
2019 · github.com
- 16PD
2023 · chat.openai.com
- 17XA
2016 · github.com
- 18RD
2016 · github.com
- 19AP
I've been recently working on porting standard C library functions to work on the GPU https://libc.llvm.org/gpu/. A colleague of mine suggested using it to run DOOM, so that's what I did. It runs on both AMD and NVIDIA GPUs and it is completely playable. This works by targeting C code directly for the GPU via cross-compilation in clang, looks something like this https://godbolt.org/z/hh44a6vKr. The LLVM C library will provide the headers, C library functions, and the kernel that calls the main function, so we only need to compile the DOOM source code…
2024 · github.com
- 20FC
2023 · github.com
- 21DA
2020 · github.com
- 22WA
2020 · github.com
- 23BS
2021 · personal-1094.web.app
- 24AM
2017 · github.com
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