33 comments

[ 6.2 ms ] story [ 79.6 ms ] thread
Why is this Chromium-only?
> The cursed CSS property zoom is used to shrink the checkboxes down. transform: scale(x) resulted in worse performance and worse visuals. Unfortunately, this means that Firefox users need to manually zoom out.
When I inspected, and added transform: scale(0.4) to the div of the checkbox array, the game seems to run smoothly. Linux, Firefox nightly, Webrender, generic nvidia card. Will try the AMD later tonight.

I wonder if the transform: scale(0.4) issues are specific to his computer or to Chrome.

If anyone wants to PR a fix for more browsers please do! (https://github.com/healeycodes/doom-checkboxes/issues/1). Otherwise, I'll probably look into this tomorrow.
Well, the straightforward approach would be to replace the zoom with transform, since it's standard and not deprecated.

Let me see what happens when I try that in Chromium locally.

Ok. I added both properties over here in Chromium. It's really hard to tell since performance seems to be almost identical, but it seems very slightly less sluggish using transform than using zoom (using test of standing on one place and pressing left/right and observing the pan, then unchecking zoom and checking transform). Basically same though. Any variation might be due to element jumping around page due to how those 2 attributes work (easily handled with positioning or transform).

It'd be kinda surprising to me that Chromium would treat zoom differently than scale transform. I wonder if you just got the impression it was sluggish due to like jit warming up or something.

Why not fix the checkbox size using CSS?

    #checkboxes > div {
        line-height: unset !important;
        display: flex;
    }
    input[type="checkbox"] {
        height: 6px;
        width: 6px;
    }
At least on my computer on Firefox it is so slow as to be unplayable.
At least you could play it. I missed the part that said it was Chrome-only and started to try to play it only for it to crash Firefox.
The second two links are the same as the first two even though they should point to different places.
Finally found THE URL to send to people requesting stupid checkboxes everywhere.

Now we need a mass popup version to close that loop.

What‘s the difference between using checkboxes and just using a bunch of div‘s in flexboxed div‘s and changing their background-color, or, canvas?
This is specifically in response to a post earlier this week about someone who made a checkbox renderer. Someone else said "you should put doom on it". It's explained in the blog.
Pretty neat, I played for a bit. It's so unintuitive to me nowadays that you are unable to jump in Doom....
Up and Down scroll the page up and down for me (1920x1080 screen with 125% scaling), which makes attempting to play difficult.
Doom isn't meant to be easy, man. Maybe you should try Fortnite.
Doom rendered via Windows task manager: https://youtu.be/hSoCmAoIMOU
Can someone please explain for the uninitiated what kind of crazy magic is going on here?

I don’t know Windows very well and this seems impressive; I’d like to understand what it is a bit better.

It likely an animated hoax. With 16 cores you can render a 4x4 task manager display; nevermind a 64x64 display
This particular video may be a hoax- I confess to inowing nothing about that particular channel. However... Over at Dave's Garage, one of the original developers of task manager at Microsoft gets into more or less exactly this. It doesn't seem like too much of a stretch to imagine a similar concept as OP ocurring in task manager.

https://youtu.be/oKQ1X_4JCn0

While not a novel port of doom, there is this texture pack that replaces every thing in it with a picture of Tim Allen. I still chuckle every now and then when I think about it. (https://www.youtube.com/watch?v=Ji9qSuQapFY)
This is pure gold can’t believe I’ve never seen it!
oh man, it looks like this could level up by using the indeterminate state of a checkbox
This would be great to see with dithering and the checkbox indeterminate state. Should make it look a lot better. I think there was a post about temporally stable dithering for use in video games recently.
I have a hunch the graphical fidelity of this could drastically be improved with floyd-steinberg dithering.