Remembering that time back on birdsite when I mentioned how the red flash in Doom to show that you're hurt affects the *entire* palette, including the HUD, and a mutual joked that maybe the HUD is diegetic, so I drew this on a post-it note at work
Whatever you are doing right now is a mistake. You should be listening to Sunn O))) instead. Trust me.
A TypeScript-types-only WebAssembly runtime
https://github.com/MichiganTypeScript/typescript-types-only-wasm-runtime
#WebAssembly runtime implemented purely in #TypeScript types. The basic idea is that you can turn C code (or just straight WebAssembly) into a TypeScript type (as in, with no JavaScript runtime code) that will compile the instructions and return a result.
It can run #Doom
I'd just like to interject for a moment. What you're refering to as Doom, is in fact, GZDoom/Freedoom, or as I've recently taken to calling it, Freedoom plus GZdoom. Doom is not a game that can run on modern operating systems unto itself, but rather another component of a fully functioning GZDoom system made useful by the ZDL Launcher, Zscript and ACL scripting languages, DeePsea editor, and other vital components comprising a fully functioning First-Person Shooter game.
Many gamers play a modified version of the GZDoom system every day, without realizing it. Through a peculiar turn of events, the version of GZdoom which is widely used today is often called Doom, and many of its users are not aware that it is basically the GZDoom system, developed by the GZDoom Project.
There really is a Doom, and these people are playing it, but it is just a part of the game they play. Doom is the WAD: the data file containing levels and graphics for the game engine to access. The WAD is an essential part of a FPS game, but useless by itself; it can only function in the context of a complete FPS game. Doom is normally used in combination with the GZDoom engine: the whole system is basically GZDoom with Doom or Freedoom added, or GZDoom/Freedoom. All the so-called Doom distributions are really distributions of GZdoom!
#Doom #Freedoom #GZdoom #Zdoom #Copypasta
Anju Singh - Neptune
Édifice Wilder (Salle Bleue), Wednesday, February 19 at 07:30 PM EST
Neptune is a full-length experimental doom-drone program with the moons of the planet featured in varied movements throughout the work, contributing as elements towards a full transcendent odyssey.
NEPTUNE takes the audience on a journey to the confines of the solar system with music inspired by the planet and its moons. Using strings, heavy doom and drone sounds, synthesizers, experimental techniques, and sound art elements, the piece aims to share the experience of the intense and abyssal nature of deep waters and the vastness of celestial space. Exploring these mysterious and uncontrollable forces of nature, questions about our relationship as humans to forces of these magnitudes are considered, providing a sonic soundscape to contemplate our position and placement in the universe.
Neptune is a full-length experimental doom-drone program with the moons of the planet featured in varied movements throughout the work, contributing as elements towards a full transcendent odyssey. The piece is written for strings, percussion, synthesizers, electronics, and amplified instruments.
ANJU SINGH
Anju experiments with texture, sound, images, and compositional structure in her practice and work as a sound designer, composer, multi-instrumentalist, performer, noise/sound artist, media artist, and curator. Her work engages in a practice of deconstruction and reanimation as process-based methods and plays with the application of contrasting themes and boundary/volume stressing experimental elements. As an interdisciplinary artist, she works in music, media arts, performance, theatre, film and opera. She has toured, presented and performed her work across Canada, in Europe, Brazil, Mexico, Japan, and the United States.
Program
Anju Singh : Neptune (2025) - 60 minutes
Composed at CEM
Artists
(composition, violin, electronics, voice)
Isabelle Harvey
(cello)
Marc-Antoine Mackin-Guay
(bass)
(synth)
Sébastien Savard
(violin)
Bruno Ouellet
(guitar)
Émile Boucher-Cloutier
(percussion)
I just discovered the @CrowsLabyrinth track I boosted yesterday is also on Apple Music so it may well be on All The Things.
It’s quality #doombient if you’re into that sort of thing.
Damn I forgot how good the Doom '16 OST is.
3AM, blitzed out of my mind, and I'm surrounded by Unwilling with Summoners, Mancubus, and Revenants at a distance. *This* is what carried me and my super shotgun to victory. Or, you know, my horrible and gruesome demise depending on how fast the Cannabis went to phase 2.
This mixes influence from all over metal. Apologies to the genre pedants ;)
Edit: a link might help https://www.youtube.com/playlist?list=PL3-Zr0Ym0Fgw9G6368AMfMKp9TR1ToaqR
#metal #IndustrialMetal #BlackMetal (influence) #Doom
Last night I saw an exciting #YouTube video from #DistroTube that convinced me to try #emacs in the #doom version again. Yes, I was one of those simpletons who thought emacs was "just" an editor like #vim. Shame on me and you can all laugh mockingly.
The video also showed the first steps. I managed to do that with a few pull-ups. #emms plays music, although a long list with thousands of music tracks is not comfortable. And #RSS #feeds work too, even if I'm still struggling with the operation. Conclusion so far: it still needs some getting used to. #Linux #Arch
Made me think about #cybersecurity , this Doom game running inside (!) a PDF file, by @j0hnnyxm4s
https://doompdf.pages.dev/doom.pdf
I think this is the best usage of WebAssembly I've seen so far:
DOOM: The Gallery Experience lets you take part in an art gallery opening with a wine in your hand all while wandering through the Doom’s E1M1 map full of classic masterpieces.
https://gamedevjs.com/games/doom-the-gallery-experience-paintings-showcase-simulator/
Alrighty! This level in Enigmatic Worlds is almost fully textured now, hell yeah.
Getting pretty close to wrapping this up, folks!