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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

#41

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

But you have to multiply that by the possible locations on the map and the enemy states. I imagine it would be possible to get a few hits at the starts of levels but I suspect that the vast majority of the frames for any play-through have never been seen before.

Re: Porting Doom to the Fastly edge serverless platform

#43

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You can choose to deny it but you are using a very outdated definition of serverless.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.…

Sounds to me like adding yet another middleman to pay. Why?

Re: Porting Doom to the Fastly edge serverless platform

#44

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You can choose to deny it but you are using a very outdated definition of serverless.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.…

It does sound like an intentionally misleading name invented by the marketing / PR department of a cloud service provider though. IMHO it would be better to come up with a better name that describes what's actually happening.

Re: Porting Doom to the Fastly edge serverless platform

#45
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.

Cool! Hadn’t heard of that before. Here’s a link for the curios: https://www.pcworld.com/article/3398919/quake-ii-rtx-on-a-ge...

Re: Porting Doom to the Fastly edge serverless platform

#46
This is one of those projects that sounds neat at first, but the more you think about it you're left with an overwhelming question of why. Since serverless platforms charge you per API call this would be tremendously more expensive than just about any other approach that already exists today as the game would be making tens of thousands of API calls per user per session.

Re: Porting Doom to the Fastly edge serverless platform

#47

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.…

Thats all well and good but I've taken the same position as OP when discussing with colleagues and they unironically held fast that the serverless model is essentially closer to a functional/pure programming model because its "serverless", i.e. stateless.

Re: Porting Doom to the Fastly edge serverless platform

#49
post #46

This is one of those projects that sounds neat at first, but the more you think about it you're left with an overwhelming question of why. Since serverless platforms charge you per API call this would be tremendously more expensive than just about any other approach that already exists today as the game would be making tens of thousands of API calls per user per session.

I don't know if it even sounds neat at first. It's just layers of nonsense.

Re: Porting Doom to the Fastly edge serverless platform

#50

Earlier quoted context omitted.

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.…

Thats all well and good but I've taken the same position as OP when discussing with colleagues and they unironically held fast that the serverless model is essentially closer to a functional/pure programming model because its "serverless", i.e. stateless.

I mean I don't think they're wrong here. When all persistent state is hidden from your code by the runtime you're as close to stateless as you can really get. Sure you can argue that there is state somewhere in the stack but that's always true so it's not very useful to point that out.
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