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 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