Porting Doom to Typescript Types took 3.5 trillion lines, 90GB of RAM and a full year of work

AI Analysis

Developer Dmitri Mitropoulos has reportedly achieved a groundbreaking feat by integrating Doom into TypeScript TypeScript, resulting in an astonishing 3.5 trillion lines of types. This accomplishment raises questions about technical feasibility and the scalability of such a massive project. While the achievement is impressive from a technical standpoint, it's unclear whether the project can be executed efficiently or effectively. The implications for game development are also noteworthy, as this technology could potentially revolutionize the industry. However, further examination is required to fully understand the potential benefits and drawbacks of this unprecedented approach.

Key Points

  • Technical Feasibility: Discuss the implications of successfully integrating Doom with TypeScript TypeScript, focusing on the complexity and scale of the project.r
  • Language Limitations: Examine the limitations of TypeScript in handling such a massive project, and whether it's even possible to make it work efficiently.r
  • Game Development Implications: Ponder the potential applications and implications of using this technology for game development, including potential improvements and drawbacks.

Original Article

Developer Dmitri Mitropoulos has managed to get Doom running inside of Typescript Types, after a year-long effort, resulting in three and a half trillion lines of types.

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