Browser Multiplayer Networking
The cluster discusses challenges and technologies for real-time multiplayer networking in web-based games, focusing on WebSockets, WebRTC, UDP limitations, peer-to-peer connections, and netcode implementation.
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How does it do networking?All I see in docs is a simple GET/POST request. Realtime multiplayer game would be very slow using it.
I am a bit disappointed, they promised a lag free network stack, but they just use websockets, so that's an empty promise. You can't have realtime multiplayer without UDP.
Its webrtc, so direct peer to peer connections during gameplay.If you just looked at the code you can see for yourself.
the big one is multiplayer games. udp is preferred and trying to work with webrtc is awful
this was my next step. webassembly? what engine are you using, and do you still need to code the multiplayer networking yourself?
Good luck doing networked multiplayer for that setup though
My understanding is that the server is not for realtime. Realtime gameplay is peer to peer.
How does real-time multiplayer work in the browser when there's no support for UDP?
Why not use Valve's game networking stuff? Just curious.
That's a hilarious idea, but good luck writing the netcode to that!