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Interesting, i am working on a realtime action game and currently implemented multiplayer via websockets including authorative server, client side predicition a
by kayoone 8y ago
Interesting, i am working on a realtime action game and currently implemented multiplayer via websockets including authorative server, client side predicition and server reconciliation which works failry well but based on the nature of TCP, i still sometimes get some visible stutter in the movement. I guess with WebRTC you can handle things more like traditional UDP? What are your experiences vs Websockets? Did you write how you did it somewhere? Would be very interesting
- stcredzero 8y agoI got really big stutter with head of line blocking on TCP. You can make things better by conspiring to send only 1 packet messages of about 512 bytes or less, and not too often. You can register for an account on my server. WebRTC downstream seems to be working at the moment. Be sure to read the instructions, however. https://www.emergencevector.com https://www.emergencevector.com I am thinking of turning my game server into a serverless PaaS offering. I'm open to collaborating on this.
- kayoone 8y agoi emailed you regarding this ;)