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A bit of background: I wanted to do some interesting stuff with actors interacting with some centralized arch - I believed (and still do) that some smarts aroun
by zamalek 9y ago
A bit of background: I wanted to do some interesting stuff with actors interacting with some centralized arch - I believed (and still do) that some smarts around actors could be used for some interesting hard real-time applications. I decided that WebRTC data channels might be the best fit (as WebSockets are above TCP). The idea was to layer a server model over P2P (potentially branching out to hybrid for accessing actors in other clients directly).
You either have to use a subset of Google's blessed languages (C/++ or Java according to a quick search I did today) for the backend, or you're stuck in serverless land. Building the native library requires a 10GB download and many steps. Implementing WebRTC is no small effort and not appropriate for quick weekend experiments.
It's fantastic tech, but there is a serious lack of library support.
- lux 9y agoI recently found a Unity plugin for WebRTC that seems to work pretty well so far (no affiliation): https://assetstore.unity.com/packages/tools/network/webrtc-network-47846 https://assetstore.unity.com/packages/tools/network/webrtc-n... But I agree, the options for implementing WebRTC outside of the browser are still very limited and/or painful at the moment. Having options also helps de-risk what is a rather core feature of games/apps that need it, so this is really cool of Valve!