Porting Doom to the Fastly edge serverless platform
21–30 of 60 posts
Re: Porting Doom to the Fastly edge serverless platform
#22Serverless Doom. Cloud, clouds everywhere.
Has anyone played Doom on Ethereum?
Re: Porting Doom to the Fastly edge serverless platform
#23I don’t know how larger the game state/save game is, but if it’s small enough for a url parameter, they might even use their CDN for caching, as I would assume the same state always results in the same game output. If you don’t deviate from paths of previous players, you could sail along a cached path, no computation required :)
Re: Porting Doom to the Fastly edge serverless platform
#24Earlier quoted context omitted.
To impress people, which is probably part of the goal of this blog post.
I think any potential customers would understand that scaling isn't the point of the demo. It's unreasonable to assume that they'd infinitely scale a processing- and bandwidth-hog like this just for fun.
It's not like Doom is that intensive, and the the bandwidth is certainly less than a single 4K stream!
Re: Porting Doom to the Fastly edge serverless platform
#25Earlier quoted context omitted.
Monsters aren't turned off, it's the lowest difficulty. Going through the first door (use key is U) starts off with two grunts.
Ah. I must admit the latency is sufficiently high that I was like "...ah. Right then." and stopped poking around after approximately 6 seconds.
Re: Porting Doom to the Fastly edge serverless platform
#26I don’t know how larger the game state/save game is, but if it’s small enough for a url parameter, they might even use their CDN for caching, as I would assume the same state always results in the same game output. If you don’t deviate from paths of previous players, you could sail along a cached path, no computation required :)
Clever idea but as things like your position and camera angle are floats, there are virtually infinite gamestates.
Re: Porting Doom to the Fastly edge serverless platform
#27Running 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
#28I don’t know how larger the game state/save game is, but if it’s small enough for a url parameter, they might even use their CDN for caching, as I would assume the same state always results in the same game output. If you don’t deviate from paths of previous players, you could sail along a cached path, no computation required :)
Somewhat related: the PlayStation port of DOOM only allowed saving at the end of a level. It used alphanumeric sequences for its saves. You'd write down the sequence and manually re-enter it on your next session, avoiding the need for a memory card.
Presumably it only needed to store .