Timeline for WebRTC - Protocols and Getting the Timing Right in a Racing Game
Current License: CC BY-SA 4.0
7 events
| when toggle format | what | by | license | comment | |
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| Sep 5, 2021 at 18:15 | history | edited | Rewind | CC BY-SA 4.0 | edited body |
| Sep 5, 2021 at 16:14 | comment | added | DMGregory♦ | Then that sounds like a user experience call that, again, you are the person empowered to make. These are your players and this is your server bandwidth you're paying for (not to mention dev time). What trade-off is most palatable for your budget and player experience goals? This isn't a decision you can outsource, because the priorities and budget of some stranger on the Internet like me might be very different from what's practical or acceptable for you. | |
| Sep 5, 2021 at 16:07 | comment | added | Rewind | But the bad thing about asking the player to join the WebRTC server at a time after page-load is it is an added layer of requirement on the user. If it is auto-done at page load, then it is one less thing for the player to think about. Its just a case of look at their id, and tell it to their mate. | |
| Sep 5, 2021 at 15:51 | comment | added | DMGregory♦ | You have a lot of questions here, so they will not all have one answer. Moreover, you seem to already have the answers to many of them: "Should I connect to the WebRTC server straight away when the client loads a webpage?" well, if "There are practice modes and games against the computer that do not require WebRTC connections" then it sounds like you yourself are leaning toward "no". Have confidence in your own assessment. You know your own game's needs better than we do. | |
| Sep 5, 2021 at 15:49 | review | Close votes | |||
| Sep 20, 2021 at 3:06 | |||||
| S Sep 5, 2021 at 15:14 | review | First questions | |||
| Sep 5, 2021 at 15:40 | |||||
| S Sep 5, 2021 at 15:14 | history | asked | Rewind | CC BY-SA 4.0 |