“Rendering Doom in a database is obviously a bad idea,” Lukas Vogel writes in a lengthy blog post explaining how exactly he managed to render Doom using an SQL database. OK, thats not entirely accurate. The SQLDoom project uses a small Python client to handle input and output, drive the games timing, and display each frame to the screen. Behind that, a series of CedarDB tables tracks the game geometry and state, while about 1,300 lines of SQL queries spread across 89 common table expressions...