Most people saw a 3D game built out of database commands. The real trick was 4 game events locked into 1 heartbeat. 👀

If you mostly use chatbots and worry about missing the next big thing, this is the part to notice: DOOMQL matters less because it draws a game screen, and more because it lets the database act like the game's referee. If you only stare at the flashy part, you can burn time and money chasing the wrong lesson.

Plot twist: even the author says the all-database version worked but was rough to maintain. The part worth defending was simpler: bullet movement, collision, kills, and respawns all happened in 1 transaction, basically 1 all-at-once update, during 1 game beat, so the world stayed consistent instead of breaking in half.[S001]

That was the before/after for me: before, it looked like a weird 3D stunt; after, it looked like a clean state machine, basically one rulebook deciding what changes and when. In normal words, the world changes in 1 snap, not 4 separate accidents.

I'm only judging this from CedarDB's public write-up, not a local run on my machine, so your setup may behave differently on other databases and machines. And no, this does not mean "SQL replaces game engines" 😅

One update is worth sharing when it changes your next decision, not when it just looks wild. Save this if shiny demos keep fooling you, and who would you send it to first?

#GameDev #SQL #DeveloperLife #BuildInPublic #TechExplained