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Life & fun · October 21, 2024

DI

Doom Inside an SVG

Doom Inside an SVG launched on October 21, 2024 with 69 votes, #610 of 5,185 launches that month and more than 90% of that year's launches.

In plain words

Doom Inside an SVG is a playable version of the classic Doom game rendered entirely within an SVG file. Created for entertainment purposes, it brings the iconic 1990s shooter into a web-based vector format. The project is notable for its technical approach of implementing a full game experience using SVG technology rather than traditional game engines or plugins. Players interested in retro games and web development can explore how this nostalgic title has been reimagined for the modern web.

written from the facts on this page · September 2026

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    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…

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    Doom (1993) in a PDF2025 · doompdf.pages.dev · ▲369

    I made a Doom source port that runs within a PDF file. I was inspired by the recent HN post about Tetris in a PDF (https://news.ycombinator.com/item?id=42645218) and I wondered if I could get Doom to run using a similar method. It turns out that old versions of Emscripten can compile C to asm.js code that will happily run inside the limited JS runtime of the PDF engine. I used the doomgeneric (https://github.com/ozkl/doomgeneric) fork of the original Doom source, as that made writing the IO fairly easy. All I had to do was implement a framebuffer and…

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    KiDoom – Running DOOM on PCB TracesNov 2025 · mikeayles.com · ▲362

    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…

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