Spyke

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opensource·Open SourcebyVordimous

We built a native MQTT broker on Kafka.

Zilla MQTT highlights include:

  • MQTT v5 and v3.1.1 Support:
  • MQTT-Kafka Proxying: Zilla maintains the MQTT client state across Kafka topics, providing all of the features and guarantees of a dedicated MQTT broker, such as Keep-Alive, Last Will and Testament, and all three Quality of Service (QOS) agreements. MQTT over WebSocket is also supported, so Zilla can deliver MQTT messages from Kafka down to a browser.
  • Manage Millions of Clients: Zilla is stateless, scales out linearly, and handles MQTT to Kafka connection offloading.

Try out the MQTT-Kafka proxying guide. We also have a fun Taxi Hailing Demo that simulates IoT vehicle tracking.

Read the full feature announcement.

Zilla is open source, so please consider starring the repo to help us improve Zilla for the IoT community!

We built a native MQTT broker on Kafka.https://github.com/aklivity/zillaOpen linkView original on lemmy.ml
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gamedev·Game DevelopmentbyVordimous

Roguelike games could have a Hardcore mode where the character gets weaker after every successful run and is deleted on death

A comment on one of those "What's a good game concept you wish existed?" posts got me thinking. It described a game where you start out as OP and slowly lose your stats and gear as the game progresses. They suggested a Fallen champion type theme. This got me thinking about roguelikes, speed runners, and hardcore mode together. If a roguelike added a hardcore mode where you create a character and the character is deleted on death, that wouldn't last very long. However, if the hardcore mode was flipped and a new character had every stat and item maxed out then the player would almost certainly beat the game. Now the goal is to see how many times you can beat the game without dying. The catch would be each time you beat the game you are allowed to reduce your stats or delete your gear. This will mean a Run tracker would be impressive for 2 reasons: how fast it was and how little gear was used. The hardcore aspect would take into account the number of runs risked with the same character. If the amount of power reduction was capped for each run then it would take a few times to get low enough to be impressive and each consecutive run gets more and more risky. Anyway, this seems anxiety-inducing enough to be fun to play and watch. Then the "God Gamers" (ft. Sp4zie) would compete with each other to see how weak you can be to beat the game.

Xposted on the other site

View original on lemmy.ml
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