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by ozten 1888 days ago
I'm unsure it is the same project, but I did find https://developer.fastly.com/solutions/demos/doom/
2 comments

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

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

> Too many players; retrying in 27 seconds.

It's just an absurd tech demo, why would they want to scale it? Just to burn money?
To impress people, which is probably part of the goal of this blog post.
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!

Monsters aren't turned off, it's the lowest difficulty. Going through the first door (use key is U) starts off with two grunts.
Ah. I must admit the latency is sufficiently high that I was like "...ah. Right then." and stopped poking around after approximately 6 seconds.
Weird, it's working really well for me!
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".