Even if it has P2P capabilities that is no the way you want to go.
P2P does not work nicely in games and real time protocols because you can?t expect a certain quality in terms of lag, performance and speed. It may work great if your user A is in the same city as user B but go to hell if user C is in another part of the world with a crappy Internet connection.gh, no. If you broadcast your data to peers, it will still be faster than sending it to the server only and letting it re-transmit, regardless of where you are in the world. A straight line from A to B is always shorter than a line from A to C and C to B.
Finding or setting up your own server is just plain silly easy today and you will have so much more benefits, just use the same server where you are hosting your game.nd you'll still be able to do that with a p2p architecture, but you also gain the benefit of not HAVING to have one.
In P2P the server just acts as a hub to connect players together or initiate the handshake connection, but users are not connected via the server after it, but directly passing data between from one user to the other. This creates all types of problems.ou are confusing the handshake server, aka. Tracker, with the game server. You always need the tracker, but the game server is optional, and is just a special type of peer.
Sure for a "AAA expert commercial product" this might not cut it.
I don't see why it wouldn't cut it.
I suppose the main issue I and others are concerned about is security and cheating.
In a p2p connection, cheating is often as simple as loading up Cheat Engine and changing one or two variables. Obfuscation or no, this is incredibly simple and can take little no nearly no effort.ou can implement a completely secure game on a client-only p2p architecture (that is, one that has no "hosts" or "servers") - saying you can just "load up cheat engine and change some values" couldn't be further from the truth in a properly designed environment, that'd be the same as claiming you can edit the amount of bitcoins in a wallet or infect a torrent swarm with a malicious file.
Serverless has another major downside:
What about scores or leaderboards ?
User registeration ?
This sort of functionality, which generally goes hand in hand with online multiplayer or game play, will typically not be availble in a pure p2p gaming connection. (you can have scores and names exchanged between 2 p2p players, but not store it for later review or leaderboard purposes)
Ofc, you can have some alternate means, like updating through ajax calls and what not ... but then you would still need a server.ou provided the answer yourself. Ajax calls are more than enough. Why do you think you are constrained to one approach only? When we say serverless it means servers aren't required, not that they are banned.
Having an active socket pumping data back and forth in your browser can causse lots of slow downs.
Especially if your going to try more then two players.ebRTC is a new standard designed to avoid said slowdowns and offer performance.