Games

Real-time state synchronization over SCTP. No server authorities, just browser-to-browser physics and authoritative client logic.

Building a game in the browser is one thing. Building a multiplayer game with no server is harder. These games are a testing ground for the RTCDataChannel.

Why Games?

These games push the WebRTC SCTP stack to its limit. If a peer-to-peer data channel can handle the 60Hz physics of a multiplayer Worms game without crashing, it can handle a production chat application.

The games

Each game below demonstrates a specific State Synchronization strategy. As you play, pay attention to the latency and how the game handles dropped packets or a player disconnecting.

Want to build your own? Read the P2P Multiplayer State Sync guide.