BackendFreak wrote:Host is the first player who connects to the signaling server room/game. So yes - you just have to put it on some server, run it and keep it alive (simply not killing the process). That's how you get a stable game no matter how many players connect or disconnect, because the first one (host) is all the time online.
You said that you know how it works and that you've managed to do a Multiplayer game so I am confused about the part where you say "how a server is used through the events". What exactly is unclear for you here?
Regarding this "My knowledge so far is that the browser object are being used to open a new tab on the server and then so the multiplayer object uses that tab to join". I don't think that browser object has anything to do here. Multiplayer object and signaling server take care about communication via WebRTC.
Ah now i understand what you mean, yes according to other posts i probably miss understood when preferred to opening a tab on the browser...i thought it should be done through the events but as you state it makes a lot more sense, thank you for correcting.
Alright so its pretty straightforward and similar to p2p.
Regarding the method of running a active game on the server, how is that accomplished? If i were to close my browser tabs and or disconnect from the uploaded game...wouldn't that have the same result as p2p because i'm unaware of any way to keep a HTML5 game running on its own.
Thanks for the help