Absolutely. Check out the discussions of the Data apis here and in the
public-webrtc W3C mailing list. It should be great for games.
The general plan is to have both unreliable and reliable channels
available. The primary proposal is to use SCTP/DTLS/UDP as the protocol
stack; SCTP should give us unreliable, reliable and partly-reliable
(limited retry time), and ordered or unordered for unreliable.
There's no plan to provide custom codecs for 'media' (SRTP) channels;
you'd need to use the data channels.
> If so, what should we pass to the PeerConnection.AddStream method? It
> takes a boolean "True for video; false for voice".
The Data apis are still in definition; the current W3C spec has an older
version which assumes a single data channel with no options.
--
Randell Jesup
randel...@jesup.org
Personally I'm only interested in the WebRTC data API (do not need video or voice at this point in time).
WebRTC P2P vs WebSockets for data / text: are the following assumptions correct?
- I assume WebRTC to consume less server resources.
- I assume WebRTC to have lower latency.
- I assume WebRTC to have potentially more available bandwidth as it is not limited by the server bandwidth.
- I assume WebRTC connections are potentially more reliable than WebSockets as disruption at the server (e.g. quick restart of the process) would not impact the connection.
I have not been able to find a working example of sending data P2P over WebRTC.
-- Randell Jesup randel...@jesup.org