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[whatwg] <device> element, streams and peer-to-peer connections

From: James Salsman <jsalsman@gmail.com>
Date: Thu, 27 May 2010 18:22:44 -0700
Message-ID: <AANLkTil9oBTAo9dgj5si2ZiBsNpW-bD1Mh_Z3LFcrmUI@mail.gmail.com>
On Thu, May 27, 2010 at 3:34 PM, Mark Frohnmayer
<mark.frohnmayer at gmail.com> wrote:
>
> There has been some limited discussion about the peer-to-peer section
> as it relates to real-time peer to peer gaming applications:
>
> http://old.nabble.com/Real-time-networking-in-web-applications-and-games-td27994693.html
>
> And references a proposed lower level (UDP-based) WebSocket-like
> protocol: http://github.com/nardo/torque_sockets/raw/master/TorqueSocket_API.txt
>
> The approach here was to punt as much of the flow
> control/retransmission policy to the application level, whether you're
> streaming video streams, game data or whatever.

Why is relying on TCP for reliable delivery inferior to asking
applications to re-implement reliable transmission?
Received on Thursday, 27 May 2010 18:22:44 UTC

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