Doom running on an LLM
This is Doom's actual renderer -- not a neural net imitating it. I wrote a compiler that turns computation graphs into transformer weights, then ported Doom's rendering algorithm into one.
No training anywhere: every weight was computed. The prompt carries the level and player position. When you feed the prompt into the model it generates drawing commands.
One frame is 53,747 generated tokens -- about 40 minutes on a B200. In 1993 Doom hit 35 fps on a 486. I hit 0.0004 fps on hardware a billion times more powerful.
Write-up: https://ood.dev/posts/doom/
Weights: https://huggingface.co/physicsrob/torchwright-doom-e1m1