Kubernetes-Native Retro Game Streaming Written in Go
1–10 of 15 posts
Re: Kubernetes-Native Retro Game Streaming Written in Go
#2Re: Kubernetes-Native Retro Game Streaming Written in Go
#3Readme is incomprehensible. What's the use case? Is this a web client I self host tp connect to a remote Retroarch instance? Fully remote or local? What kind of inputs work?
From the headline it's impossible to distinguish between this idea or maybe some bundle of Javascript emulators I'd self host or run on a box.
Seems cool but please think about the Readme!
Re: Kubernetes-Native Retro Game Streaming Written in Go
#4Can you explain why this is "Kubernetes-Native" (whatever that means)? It's not quite clear from the link.
Re: Kubernetes-Native Retro Game Streaming Written in Go
#5Can you explain why this is "Kubernetes-Native" (whatever that means)? It's not quite clear from the link.
Re: Kubernetes-Native Retro Game Streaming Written in Go
#6Re: Kubernetes-Native Retro Game Streaming Written in Go
#7Re: Kubernetes-Native Retro Game Streaming Written in Go
#8Can you explain why this is "Kubernetes-Native" (whatever that means)? It's not quite clear from the link.
For this project specifically, it seems they have done some interesting work to make things run in containers, like udev input and streaming wayland sessions to a web browser.
Overall, it looks pretty interesting.
Re: Kubernetes-Native Retro Game Streaming Written in Go
#9Interesting question here would be the performance - is this efficient enough to get low latency and high framerates? if yes, this could be useful for a bunch of stuff, where you want to spin up a heavyweight GUI app on some kubernetes cluster quickly (think remote dev setup) and stream it to your laptop/tablet.
Edit: Looks like a Desktop client application, also written in Go. But the streaming is implemented with WebRTC and some custom signalling for keyboard/mouse/gamepad feedback, so this could theoretically also be adopted for a Webbrowser I guess?