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466 points chocmake | 5 comments | | HN request time: 0.851s | source
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modeless ◴[] No.42191063[source]
I wish they would GPL it like Quake. Even if it was missing some proprietary dependencies I bet the community could replace them.

I recently helped port ioquake3 to the web, complete with UDP multiplayer, and set up an online demo using the internet archive's copy of the Quake III demo: https://thelongestyard.link It would be cool to be able to do the same with Unreal Tournament.

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1. looshch ◴[] No.42192869[source]
> to the web

you mean like to browser? If yes, how did you achieve UDP connections? To my best knowledge, browsers allow TCP only

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2. desdenova ◴[] No.42192922[source]
WebSockets are TCP-only.

WebRTC can run over UDP, but it's not raw UDP. I think that's what they meant.

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3. kaoD ◴[] No.42192971[source]
I don't have time to look into the code right now, but it might also be WebTransport:

https://developer.mozilla.org/en-US/docs/Web/API/WebTranspor...

EDIT: actually I can't find the code, shouldn't it be linked as per GPL's license?

4. junon ◴[] No.42193252[source]
WebSockets also initiate a normal Http request first, further complicating things anyway.
5. modeless ◴[] No.42193285[source]
Yes, it's WebRTC. It uses real unreliable and unordered UDP packets, peer-to-peer. But WebRTC requires a connection establishment step to happen first, so it can't send traffic to arbitrary UDP services, only cooperating WebRTC peers. Which is fine for multiplayer games.