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If your game is web-based, you could leverage WebRTC - where you only need to share a unique link between users - see peerjs (https://peerjs.com/ https://peerjs
by infinite8s 5y ago
If your game is web-based, you could leverage WebRTC - where you only need to share a unique link between users - see peerjs (https://peerjs.com/ https://peerjs.com/) or croquet.io (https://croquet.io/docs/croquet/ https://croquet.io/docs/croquet/)
- sjrd 5y agoIt is web-based, yes. I was aware of WebRTC but assumed I would need a least to host the server myself. I'm looking at the links you provided and they seem very interesting. Thank you.
- JoeOfTexas 5y agoIf you target desktop, should be fine, but mobile users tend to use cell towers which are on Symmetric NAT, which would require a TURN server on top of the WebRTC.
- sjrd 5y agoI'm targeting desktop, but your point is good to know, thanks. I will keep it in mind.
- meheleventyone 5y agoEven on desktop you run into people with weird configs. For example my router will not allow mDNS to work but my ISP NAT is pretty good so I can connect two machines as long as they’re not on the same network! In the end you almost always will need a relay to guarantee connectivity for any random pairing of participants in a large enough population. The good news is that WebRTC is perfectly straightforward if all you want to do is to connect to a server on the open internet.