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
Porting Doom to the Fastly edge serverless platform
41–50 of 60 posts
Re: Porting Doom to the Fastly edge serverless platform
#42Neat 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
#43Neat 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You can choose to deny it but you are using a very outdated definition of serverless.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.…
Re: Porting Doom to the Fastly edge serverless platform
#44Neat 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You can choose to deny it but you are using a very outdated definition of serverless.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.…
Re: Porting Doom to the Fastly edge serverless platform
#45"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.
Re: Porting Doom to the Fastly edge serverless platform
#46Re: Porting Doom to the Fastly edge serverless platform
#47Neat 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You can choose to deny it but you are using a very outdated definition of serverless.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.…
Re: Porting Doom to the Fastly edge serverless platform
#48Cool write up, but no short demo or repo? Or did I somehow miss that?
Re: Porting Doom to the Fastly edge serverless platform
#49This 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
#50Earlier 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.