Earlier quoted context omitted.
I'm unsure it is the same project, but I did find https://developer.fastly.com/solutions/demos/doom/
Ah, thanks. I just checked the source of the OP linked page, and this link is not in the page anywhere . Likely an unintentional omission!(?) I'd suggest callouts in s myself, ideally at the start and the end of the article. -- As an aside, it's... reasonably fast, but not playable. And all the monsters appear to have quietly been turned off, and because the game loop can't see your exact keystrokes you can't cheatco…
Porting Doom to the Fastly edge serverless platform
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Re: Porting Doom to the Fastly edge serverless platform
#12Earlier quoted context omitted.
Ah, thanks. I just checked the source of the OP linked page, and this link is not in the page anywhere . Likely an unintentional omission!(?) I'd suggest callouts in s myself, ideally at the start and the end of the article. -- As an aside, it's... reasonably fast, but not playable. And all the monsters appear to have quietly been turned off, and because the game loop can't see your exact keystrokes you can't cheatco…
Probably because they can't scale it? Which is ironic for a serverless provider. Seeing: > Too many players; retrying in 27 seconds.
Re: Porting Doom to the Fastly edge serverless platform
#13Serverless Doom. Cloud, clouds everywhere.
It really is serverless. The full state is passed back and forth on each tick.
I can't play it right now but assume some consequences are: Monsters forget about you after you turn around a corner. Probably no monster infighting. Probably the revenant fireball can't home in on you either.
There was also some rounding error where things on the edge of a ledge drop down after a reload.
Oh well, it's a fun tech demo
Re: Porting Doom to the Fastly edge serverless platform
#14Re: Porting Doom to the Fastly edge serverless platform
#15Earlier quoted context omitted.
Ah, thanks. I just checked the source of the OP linked page, and this link is not in the page anywhere . Likely an unintentional omission!(?) I'd suggest callouts in s myself, ideally at the start and the end of the article. -- As an aside, it's... reasonably fast, but not playable. And all the monsters appear to have quietly been turned off, and because the game loop can't see your exact keystrokes you can't cheatco…
Monsters aren't turned off, it's the lowest difficulty. Going through the first door (use key is U) starts off with two grunts.
Re: Porting Doom to the Fastly edge serverless platform
#16Re: Porting Doom to the Fastly edge serverless platform
#17Running Doom on anything and in any form imaginable really is an artform but in this case I can't help but be reminded of the recent "Brainfuck as a Service" post ( https://zserge.com/posts/bfaas/ )
Ha! Pointers as mongo documents is a whole new level of disturbing.
Re: Porting Doom to the Fastly edge serverless platform
#18Earlier quoted context omitted.
Probably because they can't scale it? Which is ironic for a serverless provider. Seeing: > Too many players; retrying in 27 seconds.
It's just an absurd tech demo, why would they want to scale it? Just to burn money?
Re: Porting Doom to the Fastly edge serverless platform
#19"Remember Doom? I love that game, but is there any way we could make it less... well... efficient ?"
- Get a Hello World running on it. Proves it can compute.
- Write Snake or Asteroids for it. Proves it can be used as a computer. Alternative for web & mobile developers: write a TODO app for it.
- Port Doom to it. Proves it can do much more, and much faster, than what people are using it for.
Re: Porting Doom to the Fastly edge serverless platform
#20Earlier quoted context omitted.
It's just an absurd tech demo, why would they want to scale it? Just to burn money?
To impress people, which is probably part of the goal of this blog post.