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Design and Implementation of Sprites

fly.io

41–50 of 111 posts

Re: Design and Implementation of Sprites

#41
post #32

Earlier quoted context omitted.

Just use container-os as your runtime image: https://hub.docker.com/r/miget/container-os and you should be good

Could you explain more about how this helps and how one might use a different runtime image on Sprites?

I don't think you can choose the runtime image on Sprites, not sure what they are referring to here.

Re: Design and Implementation of Sprites

#42
post #27

This is not the kind of sprites I'm interested in

Thought this was going to be a deep dive into sprite sheets. Low and behold, yet another AI product selling advertisement + veiled promotion on HN. It's almost as if the guidelines don't matter anymore. From [0]. 'Please don't use HN primarily for promotion. It's ok to post your own stuff part of the time, but the primary use of the site should be for curiosity.'

In fairness, I don't think the poster is a Fly.io employee, so that guideline doesn't quite apply here.

Re: Design and Implementation of Sprites

#43

To me, this sounds more monolithic than containers. I think I'd like something less monolithic. However, those who like monorepos might be more quick to develop an interest in this. I could of course use containers within the MicroVM, which is what I really want anyways, because I want lighter weight containers than MicroVMs for sandboxes. While looking into giving fly another shot as a cloud provider even though I t…

[deleted]

Re: Design and Implementation of Sprites

#44

I appreciate the Fly.io team’s enthusiasm and am optimistic this will mature into a product I’d pay for, but my initial impression was of a lack of polish. Documentation is sparse, or not even available? The API docs don’t tell you much about the service itself, and a Google search for docs returns an inaccessible website as the first result ( https://docs.sprites.dev ). Blog posts and forum threads and Claude skills…

I hate being negative but it sounds like par for the course for fly.

Incredible (truly, incredible, world-class) engineers that somehow lack that final 10% of polish/naming/documentation that makes things...well, seriously usable.

I remember last time I tried them the bizarre hoops/documentation around database creation. I _think_ they solved that but I remember at the time it felt almost like I was getting looked down upon as a user. Ugh, you need clarity? how amateurish!

Re: Design and Implementation of Sprites

#45
I created a "mcp server" for sprites yesterday through this new ecosystem I am working on, you can clone the collection, and then just add this https://tpmjs.com/api/mcp/ajax/sprites/sse mcp sse url to claude desktop, or anything you want.

tpmjs is a registry of ai sdk npm packages (i created them for sprites), which you can add to personal collections, we automatically server your collections as mcp servers if you want.

Creating sprites in an example chat bot -> https://imgur.com/a/ETNxR1o

Creating sprites in claude desktop -> https://imgur.com/myC0U28

Listing out my sprites in claude desktop -> https://imgur.com/rgBU0jm

---

You can view the collection of tools here -> https://tpmjs.com/ajax/collections/sprites (fork it to use it yourself)

I'm looking into exe.dev and sprites.dev to build out extra features into tpmjs, agent sandboxes make a lot of sense.

Re: Design and Implementation of Sprites

#46

I appreciate the Fly.io team’s enthusiasm and am optimistic this will mature into a product I’d pay for, but my initial impression was of a lack of polish. Documentation is sparse, or not even available? The API docs don’t tell you much about the service itself, and a Google search for docs returns an inaccessible website as the first result ( https://docs.sprites.dev ). Blog posts and forum threads and Claude skills…

I hate being negative but it sounds like par for the course for fly. Incredible (truly, incredible, world-class) engineers that somehow lack that final 10% of polish/naming/documentation that makes things...well, seriously usable. I remember last time I tried them the bizarre hoops/documentation around database creation. I _think_ they solved that but I remember at the time it felt almost like I was getting looked do…

Naming? We got naming wrong?

Re: Design and Implementation of Sprites

#47
post #29
post #25

Earlier quoted context omitted.

There's no way to stop sprites from the CLI. Supposedly they auto-stop when inactive. But I've tried multiple times and they don't stop, and it's not just Docker that prevents them from stopping. I created a new sprite and installed ffmpeg. Then exited. Next day I run `sprite ls` and it's been running continuously for 23 hours. No way to tell if I'm being billed for it or not. And the per-hour pricing is extremely ex…

Sprites are active when: * They're servicing an incoming HTTP request. * You're interacting with a console. They're hair-trigger inactive otherwise. They don't bill CPU unless they're active. The idea is that there isn't really any uncertainty about when it's running; when you stop interacting with it it stops metering. This is a new shape for a cloud computing thingy and there'll be snags this week with it, but we d…

[deleted]

Re: Design and Implementation of Sprites

#48
post #25
post #13

Tried it. Docker wasn't preinstalled so asked Claude to do it and make sure it's running (supervisord or the likes isn't preinstalled). It neatly did so and "registered" it as a sprite service. Then I exited my session, waiting for the sprite to go idle, but I don't think it ever does.. Still have it active. Don't know how to idle it. Can't tell for sure if this means I'm losing credits as there is no billing usage s…

There's no way to stop sprites from the CLI. Supposedly they auto-stop when inactive. But I've tried multiple times and they don't stop, and it's not just Docker that prevents them from stopping. I created a new sprite and installed ffmpeg. Then exited. Next day I run `sprite ls` and it's been running continuously for 23 hours. No way to tell if I'm being billed for it or not. And the per-hour pricing is extremely ex…

For what it's worth, CPU pricing is based on CPU util. A sprite sitting idle CPU costs almost nothing, even when "active".

Re: Design and Implementation of Sprites

#49
post #29
post #25

Earlier quoted context omitted.

There's no way to stop sprites from the CLI. Supposedly they auto-stop when inactive. But I've tried multiple times and they don't stop, and it's not just Docker that prevents them from stopping. I created a new sprite and installed ffmpeg. Then exited. Next day I run `sprite ls` and it's been running continuously for 23 hours. No way to tell if I'm being billed for it or not. And the per-hour pricing is extremely ex…

Sprites are active when: * They're servicing an incoming HTTP request. * You're interacting with a console. They're hair-trigger inactive otherwise. They don't bill CPU unless they're active. The idea is that there isn't really any uncertainty about when it's running; when you stop interacting with it it stops metering. This is a new shape for a cloud computing thingy and there'll be snags this week with it, but we d…

There needs to be a way to see how much it is being used then and not simply the life of the Sprite.
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