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Porting Doom to the Fastly edge serverless platform

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Re: Porting Doom to the Fastly edge serverless platform

#23

I 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

#24

Earlier 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.

As a potential customer, scalability is definitely top of mind. If you can't scale a tech demo, then I'm not left with a good impression with a CDN which is supposed to handle millions of requests per second.

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

#25
post #15

Earlier 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.

Weird, it's working really well for me!

Re: Porting Doom to the Fastly edge serverless platform

#26

I 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.

DOOM still used fixed point arithmetic at the time for speed, so it could be a large set but not as big as floats. You could also drop a few bits of precision off the LSB and make your search space that much smaller.

Re: Porting Doom to the Fastly edge serverless platform

#27
post #10
post #9

Running 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.

Nah, that's pretty sane compared to pointers as NFTs: https://github.com/zhuowei/nft_ptr

Re: Porting Doom to the Fastly edge serverless platform

#28

I 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 :)

> if it’s small enough for a url parameter

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 .

Re: Porting Doom to the Fastly edge serverless platform

#29
post #10

Earlier quoted context omitted.

Ha! Pointers as mongo documents is a whole new level of disturbing.

Nah, that's pretty sane compared to pointers as NFTs: https://github.com/zhuowei/nft_ptr

This is very funny. Thanks for sharing, I hadn’t laugh that much this month.
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