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.
Porting Doom to the Fastly edge serverless platform
31–40 of 60 posts
Re: Porting Doom to the Fastly edge serverless platform
#32Earlier 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!
Re: Porting Doom to the Fastly edge serverless platform
#33Cool 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/
Re: Porting Doom to the Fastly edge serverless platform
#34Earlier 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
I died.
Re: Porting Doom to the Fastly edge serverless platform
#35Earlier 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
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
#36Re: Porting Doom to the Fastly edge serverless platform
#37Earlier 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.
Re: Porting Doom to the Fastly edge serverless platform
#38Neat 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.
Re: Porting Doom to the Fastly edge serverless platform
#39Neat 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.
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"Remember Doom? I love that game, but is there any way we could make it less... well... efficient ?"
I assume that was the same conversation that caused people to release a 100% Ray Traced Quake 2.