News for hackers. Stuff that matters.
Re:Porting Doom to the Fastly edge serverless platform by tyingq on Tuesday April 20, 2021 @11:28PM (#26885118)
Cool write up, but no short demo or repo? Or did I somehow miss that?
Re:Porting Doom to the Fastly edge serverless platform by ozten on Tuesday April 20, 2021 @11:38PM (#26885167)
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 by exikyut on Wednesday April 21, 2021 @12:38AM (#26885462)
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 <h1>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 by ipsum2 on Wednesday April 21, 2021 @01:25AM (#26885716)
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 by mekkkkkk on Wednesday April 21, 2021 @03:30AM (#26886439)
It's just an absurd tech demo, why would they want to scale it? Just to burn money?
Re:Porting Doom to the Fastly edge serverless platform by FartyMcFarter on Wednesday April 21, 2021 @04:19AM (#26886752)
To impress people, which is probably part of the goal of this blog post.
Re:Porting Doom to the Fastly edge serverless platform by mekkkkkk on Wednesday April 21, 2021 @04:38AM (#26886858)
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.
Re:Porting Doom to the Fastly edge serverless platform by HappyTypist on Wednesday April 21, 2021 @05:59AM (#26887441)
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 by mekkkkkk on Wednesday April 21, 2021 @08:32AM (#26888766)
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 by grenoire on Wednesday April 21, 2021 @03:19AM (#26886367)
Monsters aren't turned off, it's the lowest difficulty. Going through the first door (use key is U) starts off with two grunts.
Re:Porting Doom to the Fastly edge serverless platform by exikyut on Wednesday April 21, 2021 @04:16AM (#26886726)
Ah. I must admit the latency is sufficiently high that I was like "...ah. Right then." and stopped poking around after approximately 6 seconds.
Re:Porting Doom to the Fastly edge serverless platform by pwr22 on Wednesday April 21, 2021 @06:09AM (#26887509)
Weird, it's working really well for me!
Re:Porting Doom to the Fastly edge serverless platform by mulmboy on Wednesday April 21, 2021 @08:32AM (#26888772)
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 by kailanb on Wednesday April 21, 2021 @10:55AM (#26890465)