- From: Mark Frohnmayer <mark.frohnmayer@gmail.com>
- Date: Mon, 22 Mar 2010 18:10:20 -0700
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
Received on Monday, 22 March 2010 18:10:20 UTC