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Lambdoku – AWS Lambda with Heroku-like Experience

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Re: Lambdoku – AWS Lambda with Heroku-like Experience

#21
post #7

This is great. I was going to create something similar to manage lambda functions across environments. Awesome to see you're already using the newly released environment variables for lambdas.

thanks! - please give it a try and let me know in the issues if something doesn't work as expected.

Re: Lambdoku – AWS Lambda with Heroku-like Experience

#22

For a second there, I thought someone implemented a push-to-deploy experience for Heroku (with some of the other Heroku niceties). I actually wrote a blog post about that this week: http://josediazgonzalez.com/2016/11/21/push-to-deploy-lambda...

really good read. thx! :bow:

I didn't plan to do the push-to-deploy thing, mostly because that would totally complicate things. The rationale was more that we would use the CI that would automatically build and deploy things to DEV env that would be then promoted around.

Re: Lambdoku – AWS Lambda with Heroku-like Experience

#26
post #25

The guide on the README doesn't tell me how am I supposed to push and update a function. Also, does it help with dependencies or something like that? Does it manage packaging files?

the initial idea was that CI deploys lambda, and you promote it from stage to stage. I might consider upload sometime.

From what you write I think apex would be better suited for you

Re: Lambdoku – AWS Lambda with Heroku-like Experience

#28

How is this any different from Serverless? (not trolling, I could not find any differences in the README)

I don't mind being trolled :)

Serverless is way much more advanced machinery than this tool. My point was to create a tool, not a whole ecosystem around AWS Lambda.

When it comes to serverless - my main concern (as it was with Lambda without env variables), is with storing configuration data along the code in the repo. Additionally the reason for creating was mostly pipelines.

Re: Lambdoku – AWS Lambda with Heroku-like Experience

#29

Earlier quoted context omitted.

> Something like that could be packaged as Massively Multiplayer Online As A Service That already exists, see Photon Engine's multiple PaaS options https://www.photonengine.com Different ones have different APIs tuned for different types of gameplay and or Unity3D integration (by mimicking Unity's original networking programming API). I've implemented them for an MMO I freelanced for a while back and it was pretty pa…

So Photon is operating a farm of servers that are running game loops, which can have pure functions injected into them? (Also, the per message pricing!)

No, Photon is doing "Massively Multiplayer Online As A Service" (did you even read their page?).

And actually they are running game loops, but you can't inject code into them unless you run their software on-premise, or use a separate system I recall them mentioning that offered server-side scripts that got injected in their loops.

And cost per message make perfect sense because of the networking model, which is fully message based. Paying per message is paying for bandwidth + cpu usage as a single combined rate.

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