▲ | darzu 6 days ago | ||||||||||||||||
Does anyone know if this tech (or Iroh) is suitable for real-time networking for games? Basically, once connection is established, what's the overhead on top of UDP in terms of latency and bandwidth? Edit: after digging a little, Iroh uses QUIC which looks like a reliable, ordered protocol as opposed to the unreliable, unordered nature of UDP which is what many games need. Now what I'd love to figure out is if there's a way to use their relay hopping and connection management but send/receive data through a dumb UDP pipe. | |||||||||||||||||
▲ | CGamesPlay 6 days ago | parent | next [-] | ||||||||||||||||
> QUIC which looks like a reliable, ordered protocol as opposed to the unreliable, unordered nature of UDP which is what many games need. This isn't right, as a sibling comment mentions. QUIC is a UDP-based protocol that handles stream multiplexing and encryption, but you can send individual, unordered, unreliable datagrams over the QUIC connection, which effectively boils down to UDP with a bit of overhead for the QUIC header. The relevant method in Iroh is send_datagram: https://docs.rs/iroh-net/latest/iroh_net/endpoint/struct.Con... | |||||||||||||||||
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▲ | b_fiive 6 days ago | parent | prev [-] | ||||||||||||||||
Yep! It's totally usable for games, and used in a few! One of my favs is the godot engine plugin: https://github.com/tipragot/godot-iroh QUIC can do both reliable & unreliable streams, as can iroh |