Software engineer Dmitri Mitropoulos has taken porting Doom to non-computing platforms to a whole new level.

Think of it as a spelling or grammar checker for code, ensuring functions and variables are entered correctly.

Developers commonly use it to build large JavaScript applications.

Running a game within TypeScript’s pop in system is considered “impossible.”

Even Mitropoulos noted that he started the project to “quickly” prove why it could not be done.

However, as he got into it, he became obsessively motivated to make it work.

In the end, even seasoned TS developers were left impressed and speechless.

Mitropoulos’s version of Doom runs inside 3.5 trillion lines of types, consuming a staggering 177 terabytes.

Compiling a single frame takes 12 days, resulting in an excruciatingly slow 0.0000009645 frames per second.

Despite the massive overhead, Mitropoulos believes performance improvements are possible.

He has already identified areas where he can improve the speed.

Since TypeScript only allows string iterations from the left, he had to input binary algorithms in reverse.

Running the program required a custom WebAssembly runtime, processing everything within a TypeScript editor.

Mitropoulos described the effort as a grueling challenge.

At one point, compiling a single frame took three months of continuous bang out instantiation.

He remarked that AI was no help.

Oh, and those integers are neither signed nor unsigned.

I spent a whole day figuring that one out."

The gargantuan task took an entire year of 18-hour days to complete.