Re:How Discord Handles Two and Half Million Concurrent Voice...
by kayoone on Monday September 10, 2018 @01:46PM
(#17953542)
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
[ Parent
| on HN ]
Re:How Discord Handles Two and Half Million Concurrent Voice...
by stcredzero on Monday September 10, 2018 @02:03PM
(#17953663)
I 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
I am thinking of turning my game server into a serverless PaaS offering. I'm open to collaborating on this.