RE: https://infosec.exchange/@k3ym0/116297258355796740

So now clearly the next step is to start moving the game logic into DNS.

one record for each bit of state, so like for counting ammo you have 10.ammo.pistol.guns.example.com and actions are further subdomains where you have a CNAME record to redirect to the next state.

so
shoot.10.ammo.pistol.guns.example.com
CNAMEs to
9.ammo.pistol.guns.example.com

And similarly reload.10.ammo.{...} redirects to 12.ammo.{...}

The environment and enemies should be similarly in DNS, and updating a game tick resolves to the next URL, so you would need to jointly encode player and enemy state for something like

13.x.17.y.monster.35.x.37.y.player.combat.example.com

So that e.g. the enemy could trigger a "move" or "shoot" in the next tick, depending on player and monster state.

So then the entire client side game is just a set of state URLs that you prepend the current input to and resolve over and over.

I don't know how rendering would work, but maybe another million or two subdomains with TXT records that have every possible view angle of every map with compositing to overlay the HUD and enemies and whatnot.
Is DNS with TXT and CNAME records Turing complete if you resolve two URLs in each pass? What would it take to make that equivalent to a push down automata with two stacks
@jonny the dns creature @q might know
@jonny @16af93 actually don’t know, but with SRV record logic and the like don’t see it being particularly difficult
@jonny this guy can probably help with that. https://blog.rice.is/post/doom-over-dns/
Can it Resolve DOOM? Game Engine in 2,000 DNS Records – blog.rice.is

To a guy like me, Crazy Frog is just a frog.

@otte_homan
That is the project I am referring to in the quoted post at top of thread!
@jonny ah - it showed up as "this post has been hidden by the server administrators" ...
@otte_homan
Huh, I wonder why, but then again other instances are free to moderate how they please, im sure ive been blocked or limited by many instances and that's just how she goes

@jonny i believe i got through about 2-3 paragraphs of the DNS spec which says maybe 2-3 times in a very serious voice it is >> strictly hierarchical<< and then i think not even a sentence later it mentions yeah there's also this other node just chillin and hanging and that one of course subverts the >> strict hierarchy <<

and the IETF is a us foreign policy operation and very likely an actual unofficial branch of the NSA and we can in fact we must make it wholly new we can use our own hardware or send our signal through them a lighting bolt a new

@jonny yeah a url scheme like worldx.worldy.worldz.angle.[bitfield representing player input state] would give you the very basics, though of course world state is orders of magnitude more complex
@jonny
Use dynamic dns and use dns for state.
@jonny @k3ym0 “hold on, I'm out of ammo, gotta wait for TTL”