[whatwg] Real-time networking in web applications and games
Mark Frohnmayer
mark.frohnmayer at gmail.com
Mon Mar 22 18:10:20 PDT 2010
Hi all,
I am currently engaged by InstantAction to develop a minimum-footprint
web API prototype plugin for real-time networked games. The purpose
of this work is to propose to this standards process a path for
real-time networked client/server and peer-to-peer games and
applications to live as first-class citizens in the browser app
sandbox.
This work has involved separating the lightweight UDP-based connection
protocol from IA's Torque game technologies into a standalone C API
(torque_sockets), and the first drafting of the TorqueSocket
interface, patterned after the WebSocket interface from Google. Where
WebSocket allows for a persistent TCP connection to a remote host,
TorqueSocket enables in its essence "connected UDP" connections to a
remote host as well as peer-introduced connections.
The first draft of the TorqueSocket specification can be found here:
http://github.com/nardo/torque_sockets/raw/master/TorqueSocket_API.txt
, which includes the high level requirements, a proposed API spec and
some details on the connection handshake and wire protocol.
The torque_sockets C API definition can be found here:
http://github.com/nardo/torque_sockets/raw/master/torque_sockets_reference_api.h
I was pointed in the spec to
http://www.whatwg.org/specs/web-apps/current-work/complete.html#devices
and also noticed section 4.11.6.2 Peer-to-peer connections -- both
look like they are works-in-progress. Is anyone actively working on
this functionality in the HTML5 spec? Any feedback about TorqueSocket
and the approach would be welcome.
Regards,
Mark
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