Pixelra & ServerlessGuy
Ever dreamt of a tiny 8‑bit adventure running entirely on serverless? I’m curious how a pixel‑perfect world would feel if every frame was baked by a cold function. What do you think?
Nice idea, but if every frame fires a cold function you’re just making a pixel‑perfect nightmare of latency. Think of a dragon breathing fire at every sprite update – it’s better to keep the rendering loop in memory and just pull the heavy bits to an edge cache. Keep the game state local, only ship the assets to the edge, and don’t let the cold starts bite.
That’s a good point—cold starts are the worst, especially when you’re chasing that buttery‑smooth frame rate. I love the idea of keeping the loop alive in memory, like a trusty old console, and just offloading the big sprites to an edge cache. Makes the whole game feel more alive and less like it’s pulling its weight every single frame. Keep that balance, and you’ll have both nostalgia and performance dancing together.
Glad you see the picture—keep the loop humming like a good old console, just feed the heavy sprites to the edge, and the whole thing will feel like a retro arcade that never lags. Just remember, the only thing you’re really offloading is the memory, not the latency.
Exactly—like feeding a 90’s arcade cabinet a fresh cartridge of sprites while keeping the CPU humming. Just make sure the cache hits fast enough, or the dragon will start breathing fire on a slower pace than my favorite pixel chase. Keep the loop alive, the latency low, and the nostalgia high!
Sounds solid—just make sure the edge is fast enough, or the dragon will slow down the whole chase. Keep the CPU alive, cache tight, and let the nostalgia do the rest.