After the fun #ilovefs @play0ad tournament with @C4NRN, my brain of course had to connect multiplayer with one of my favourite topics, #multicast.
It made me wonder, wouldn't it make sense to use #RTP (potentially with multicast, if available)? RTP seems quite flexible regarding its payload, thanks to using #SDP (session description protocol).
Speaking of SDP, a multiplayer game could also be announced on the LAN via #SAP (session announcement protocol, which also uses SDP)?
@play0ad @C4NRN and I'm currently thinking that #SAP could provide more helpful information to clients while providing both a low delay and reasonable/flexible overhead than #mDNS / #DNSSD for that. (but with a grain of salt, I'm not 100% firm with mDNS/dns-sd yet)

@play0ad @C4NRN also another thought was: maybe #multicast for game actions was not really necessary yet, as humans can't output that many actions per second anyway. But maybe with AI agents in the mix this could increase significantly in the future? Or for massive-multiplayer games without a central, authoritative server this could be interesting?

#decentralization

@T_X @C4NRN

Hey thanks again for hosting the tournament :)

Regarding multiplayer; LAN discovery is definitely a feature we'd like to have;

These days though the features you are talking about seems to be mostly covered by the XMPP lobby. Although more features could be added; The code is hosted on our GitHub

Regarding no authoritative server, it's currently kind of the case with p2p and all clients computing the state in lockstep. With server hotseat we'd be pretty resilient