Real-Time Communications with WebRTC

Real-Time Communications with WebRTC WebRTC makes real-time audio, video, and data possible directly in the browser. It works on desktop and mobile, across major browsers, and adapts to changing networks. The idea is simple: two peers exchange media and messages, while a signaling path helps set up the connection. Three building blocks you should know: getUserMedia captures your local camera and microphone. RTCPeerConnection manages the connection and media tracks. RTCDataChannel sends arbitrary data between peers. Signaling and network tricks ...

September 22, 2025 · 2 min · 326 words

Real-Time Communications with WebRTC: Tips and Tools

Real-Time Communications with WebRTC: Tips and Tools Real-Time Communications in the browser is now practical for video calls, voice chats, and data sharing. WebRTC lets apps send audio, video, and data directly between users, without plugins. To make this work well, you need a plan for signaling, network traversal, and media handling. What WebRTC Is and Why It Matters WebRTC uses getUserMedia to grab media, RTCPeerConnection to negotiate and transport it, and RTCDataChannel for fast peer-to-peer data. A signaling path is required to exchange offers, answers, and ICE candidates. NATs are traversed with STUN to discover public paths, and TURN serves as a relay when direct routes fail. Security is built in with DTLS-SRTP, but you must enable consent prompts and secure contexts (HTTPS) to respect user privacy. ...

September 22, 2025 · 3 min · 429 words

Gaming Architecture From Single to Massive Multiplayer

Gaming Architecture From Single to Massive Multiplayer Good game design often starts with how the world runs. A solo game can run on one device, but when players share the same space online, the architecture must coordinate actions, state, and fairness across machines. The goal is a smooth, responsive experience even as the number of players grows. From Solo Play to Small Groups Most projects begin with a simple client–server pattern. The server remains authoritative, validating moves and item uses, while clients render and predict motion to feel instant. In small groups, one region and a single server can handle the load, making testing and debugging easier. ...

September 22, 2025 · 2 min · 390 words