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Porting Doom to the Fastly edge serverless platform

fastly.com

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Re: Porting Doom to the Fastly edge serverless platform

#31

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.

Floats are still represented in 32 bits, or 64 for doubles

Re: Porting Doom to the Fastly edge serverless platform

#32

Earlier quoted context omitted.

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!

Scalability is probably a concern for a lot of people, but it still doesn't make it the point of the demo. They want to show that their service is capable of even running a workload so classically local and native as a full game with half-decent latency only using edge functions. And it's a mystery why you bring up streaming and CDNs. If you think that a 4K stream poses the same challenges as stateless, real-time, non-cacheable game engine processing targeting 60 req/s, then I don't know where to start.

Re: Porting Doom to the Fastly edge serverless platform

#33
post #3
post #2

Cool write up, but no short demo or repo? Or did I somehow miss that?

I'm unsure it is the same project, but I did find https://developer.fastly.com/solutions/demos/doom/

This runs super well for me. Looking at chrome developer tools it's sending out a new frame request about every 38ms. Runs much nicer than the top two google results for "play doom online".

Re: Porting Doom to the Fastly edge serverless platform

#34
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

That's absolutely hilarious, thanks for sharing. "Made with :heart: by a Blockchain Expert who wrote like 100 lines of Solidity in 2017 (which didn't work)"

I died.

Re: Porting Doom to the Fastly edge serverless platform

#35

Earlier quoted context omitted.

Clever idea but as things like your position and camera angle are floats, there are virtually infinite gamestates.

Floats are still represented in 32 bits, or 64 for doubles

That would approximate infinity quite fast once you move around a few steps :-)

I guess limiting rotation to 64 steps would be enough, but even then the state space grows exponentially. So it's not really useful in the end, but that fits the project, I guess.

Re: Porting Doom to the Fastly edge serverless platform

#37

Earlier quoted context omitted.

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.

you haven't read the whitepaper yet: https://github.com/zhuowei/nft_ptr/blob/main/white_paper.pdf

Re: Porting Doom to the Fastly edge serverless platform

#38

Neat idea, but the term "serverless" is still incredibly stupid and misleading. Go ahead and run any of this stuff without a server. Go ahead. I'll wait.

IPoAC might fit your serverless communication requirements:

https://en.wikipedia.org/wiki/IP_over_Avian_Carriers

Re: Porting Doom to the Fastly edge serverless platform

#39

Neat idea, but the term "serverless" is still incredibly stupid and misleading. Go ahead and run any of this stuff without a server. Go ahead. I'll wait.

You can choose to deny it but you are using a very outdated definition of serverless. The modern definition is that you don't need to think about physical machines. You only worry about the code and running that code is someone else's problem.

I agree that this isn't the best word for it because the etymology is suggesting that there are no severs but language is about how it is used, not the letters that make it up.

Even wikipedia agrees: https://en.wikipedia.org/wiki/Serverless_computing

Re: Porting Doom to the Fastly edge serverless platform

#40
post #16

"Remember Doom? I love that game, but is there any way we could make it less... well... efficient ?"

"You know what I was thinking runs too fast these days? Doom. Let's get that puppy back to the 486 days."

I assume that was the same conversation that caused people to release a 100% Ray Traced Quake 2.

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