Replies: 2 comments 4 replies
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The biggest advantage I see with a service like this is how it lowers the barrier for entry for fellow game developers. A lot of folks aren't too savvy with the devOps stuff needed for WebRTC, and terms like ICE and TURN servers can easily intimidate many (I know I was). I was very close to giving up when setting up Geckos.io on prod for the first time; there were just too many unknowns for me back then. |
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We could just publish a tutorial/blog + terraform sample? The minimum monthly cost is still fairly high, but in speaking to a few JS game developers - infra seems to be their big hurdle that stops them pursuing multiplayer 🤷♀️ |
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Gamedev is already hard. Infra + devops is hard too, especially so for browser games.
Geckos.io makes UDP networking easy, and given many browser-based games would have similar hardware/hosting requirements, I wonder how much interest the community might have in a service that deployed your game server fleet for you?
💥 Example challenges with WebRTC infra / devops
This isn't even mentioning advanced production requirements like DDOS protection, etc.
*Generally speaking. Depends on the game - i.e. memory/bandwidth requirements could be more significant.
What would a service look like?
Something halfway between Fly.io (hosting) and Agones.dev (gameserver fleet management) - for webrtc browser games.
e.g. in your server
Game servers would register themselves with the third party service:
Click here for full HTTPS example
e.g. in your API:
Then in your game's central API you could trigger something like:
and get a list of available game servers, which you can use in your matchmaking logic.
Example response: List gameservers
Benefits
Cons
cc @Quitalizner @yandeu @JayeMcC @Not-Jayden
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