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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

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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/

Ah, thanks.

I just checked the source of the OP linked page, and this link is not in the page anywhere.

Likely an unintentional omission!(?)

I'd suggest callouts in s myself, ideally at the start and the end of the article.

--

As an aside, it's... reasonably fast, but not playable. And all the monsters appear to have quietly been turned off, and because the game loop can't see your exact keystrokes you can't cheatcode them back on :P

Re: Porting Doom to the Fastly edge serverless platform

#8
post #7
post #3

Earlier quoted context omitted.

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

Ah, thanks. I just checked the source of the OP linked page, and this link is not in the page anywhere . Likely an unintentional omission!(?) I'd suggest callouts in s myself, ideally at the start and the end of the article. -- As an aside, it's... reasonably fast, but not playable. And all the monsters appear to have quietly been turned off, and because the game loop can't see your exact keystrokes you can't cheatco…

Probably because they can't scale it? Which is ironic for a serverless provider. Seeing:

> Too many players; retrying in 27 seconds.

Re: Porting Doom to the Fastly edge serverless platform

#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.
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