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The answer is a server hosting the games, but that costs money.



Websockets are much simpler if you just want to do server<>client. A lot of webrtc is to handles the problems that come with p2p.


AFAIK, websockets can't UDP (which is useful for many games).


Not only can they not do UDP, they are framed as HTTP connections so until HTTP supports an alternative transport, WS is stuck.


Exactly, the appeal of P2P is you don't need to run servers. And it seems like a reasonable feature to allow browsers to reliably host multiplayer games.


> it seems like a reasonable feature to allow browsers to reliably host multiplayer games.

We're at a point now where you're certainly not wrong, it just feels really wrong.




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