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Description
The game API may benefit from WebRTC when it's available on the client. In particular, it's often possible for WebRTC clients to communicate peer-to-peer after the initial signaling. The main advantage I hope to gain is not in latency, but in reducing the impact on a shared message relay, in the case where some student game "goes viral".
We do still need reliable delivery, so we can't gain the latency advantages of an unreliable transport, and WebRTC's streaming features are less appealing. (One could imagine playing some tricks where out of order delivery is exploited but dropped packets are still re-requested, so events are applied to the timeline as they arrive, but not committed until the stream is ready. But that sounds complicated...)