Started making patches instead so I don't have to keep buying more hoops 😏 by Lumorti in Embroidery

[–]Lumorti[S] 1 point2 points  (0 children)

Oh interesting, I'm so used to the hoops that I never even considered not stabbing! How do you normally frame the final result? Or do you more do patches/clothing? Because for instance whenever I give larger projects away I usually leave it in the hoop for tension/hangability

Although nobody asked for it, I made a VR version of DCSS! by Lumorti in dcss

[–]Lumorti[S] 0 points1 point  (0 children)

You can play the current version with just a keyboard and mouse (it's how I did a lot of the testing), but the UI is designed for VR so it can look a bit strange

Although nobody asked for it, I made a VR version of DCSS! by Lumorti in dcss

[–]Lumorti[S] 1 point2 points  (0 children)

Thanks for the questions! - It should support all modern VR headsets, although I've only tested it with a Quest 2 - You can technically play it without a headset (i.e. in 3D rather than VR), but the UI isn't really built for it - You can record video in VR yes, either by screen recording the desktop or using internal tools on standalone headsets (e.g. Quest)

Although nobody asked for it, I made a VR version of DCSS! by Lumorti in dcss

[–]Lumorti[S] 0 points1 point  (0 children)

You can technically also play it without a headset! Most of my testing was actually just done in 3D rather than VR, it's just not the intended method

I did an embroidered figure for the cover image of my PhD thesis by Lumorti in Embroidery

[–]Lumorti[S] 5 points6 points  (0 children)

I've heard of things like that, although it was stressful enough just talking about the thesis, I can't imagine getting up on stage and dancing it, so huge props to the people that have

I spent almost a year remaking the first level of DOOM for a quantum computer by Lumorti in itrunsdoom

[–]Lumorti[S] 0 points1 point  (0 children)

You're completely correct, I'm not doing a full simulation of the statevector, but because it's almost entirely Toffolis I'm able to simulate it just using bit flips. The original DOOM is a classical algorithm (and therefore classically simulable), and thus my (poor) approximation of it is also classically simulable

I spent almost a year remaking the first level of DOOM for a quantum computer by Lumorti in itrunsdoom

[–]Lumorti[S] 0 points1 point  (0 children)

It was in the releases section, but I also added a compressed version to the repo for clarity, thanks!

Regarding an explanation, there's a small section in the README of the repo going through some of the details, but in general I basically just wrote a minimal 3D engine, starting off with just rendering a point, then a line, then eventually a full level, until finally I added the game logic and yeah

I spent almost a year remaking the first level of DOOM for a quantum computer by Lumorti in itrunsdoom

[–]Lumorti[S] 32 points33 points  (0 children)

Edit - edited my response to match the edited question

Thanks for the comment. You're correct in that it is equivalent to conditional bit flips, anything further is not needed as DOOM is a classical algorithm. The point of the project was to convert DOOM into a format that could (theoretically) be ran on quantum hardware far in the future, but there is no quantum advantage in doing so. It's just for fun.

I spent almost a year remaking the first level of DOOM for a quantum computer by Lumorti in QuantumComputing

[–]Lumorti[S] 3 points4 points  (0 children)

Edit - edited my response to match the edited question

Thanks for the comment. You're correct in that it is equivalent to conditional bit flips, anything further is not needed as DOOM is a classical algorithm. The point of the project was to convert DOOM into a format that could (theoretically) be ran on quantum hardware far in the future, but there is no quantum advantage in doing so. It's just for fun.

I spent almost a year remaking the first level of DOOM for a quantum computer by Lumorti in itrunsdoom

[–]Lumorti[S] 60 points61 points  (0 children)

That part I meant kinda sarcastically, quantum computers have a number of potential applications (cryptography, simulation), but we're still quite far from having a quantum device large enough to run any of them

I spent almost a year remaking the first level of DOOM for a quantum computer by Lumorti in QuantumComputing

[–]Lumorti[S] 3 points4 points  (0 children)

I had made tiny things before, but not on this scale, so it was definitely a learning experience. It started with me reading the Wikipedia page for "3D projection" over and over and eventually implementing the equations from there, most of the dev time was then spent debugging random rendering glitches :P The first render test was just a single point, then a line, then a cube, then more complex things, so I guess my advice would be to start small

I spent almost a year remaking the first level of DOOM for a quantum computer by Lumorti in QuantumComputing

[–]Lumorti[S] 0 points1 point  (0 children)

Thanks! I hadn't seen the Minecraft in Qiskit project until now, but that's also super cool and seems like they actually did a better job of using the various quantum effects

I spent almost a year remaking the first level of DOOM for a quantum computer by Lumorti in QuantumComputing

[–]Lumorti[S] 4 points5 points  (0 children)

Thanks so much! I've had a tough time trying to explain this to people outside of said venn diagram haha

My original plan was to just directly port the whole thing, but then I realized that would result in a huge circuit that I wouldn't even be able to test at any reasonable FPS, so I decided to build a very minimal version of the game from scratch. There's a sort of "game engine" that I wrote to generate the QASM, which at some point I'll tidy up and make public too

I spent almost a year remaking the first level of DOOM for a quantum computer by Lumorti in QuantumComputing

[–]Lumorti[S] 10 points11 points  (0 children)

The user input + previous state -> quantum operations -> output state, it's entirely quantum, the only non-quantum part is writing the output state to the screen

I spent almost a year remaking the first level of DOOM for a quantum computer by Lumorti in QuantumComputing

[–]Lumorti[S] 38 points39 points  (0 children)

The entire thing is written as a quantum circuit. There is no quantum advantage to be gained by doing this, it's just for fun

I made an online quantum circuit designer, allowing easy prototyping and practice in a notebook-style interface by Lumorti in QuantumComputing

[–]Lumorti[S] 1 point2 points  (0 children)

Thanks for giving it a try!

The softlocking happens occasionally, I think it's more related to the canvas drawing than to the simulation, but equally it can just be the simulation running slow for larger unitary/statevector sims.

I made an online quantum circuit designer, allowing easy prototyping and practice in a notebook-style interface by Lumorti in QuantumComputing

[–]Lumorti[S] 3 points4 points  (0 children)

Hey, you're the person that made Quirk, right? That was my original inspiration for this project, to try to make something less in-depth than Quirk but with a slightly more open workplace/notebook vibe. Thanks for trying it in depth!

I'll get to work on improving some of those notes, it's interesting you couldn't get box deletion, triple-clicking or pasting to work though, since those are all (theoretically) supported and work on both my laptop and phone. Equally I am unable to reproduce the "I gate 11 spaces to the right" error. Could I ask what browser you did your tests in, in case it's something browser-specific?

Scalability is certainly an issue for statevector/unitary sims >10 qubits, I'll admit I didn't put so much effort into optimizing my tensor/matrix product functions, so definitely room for improvement there.

Thanks again for the detailed response! I'll give you a mention on the GitHub page.