* WIP * fix crlf * fix crlf * new gesture, menu, tooltip, share * WIP share * clear dusties and put magic * oops * Remove fade * Update js behaviour |
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| cws | ||
| document | ||
| emulator | ||
| overlord | ||
| static | ||
| util | ||
| vpx-encoder | ||
| webrtc | ||
| worker | ||
| .gitattributes | ||
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| Dockerfile | ||
| go.mod | ||
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| LICENSE | ||
| pogo | ||
| README.md | ||
| run_local.sh | ||
| run_local_docker.sh | ||
POGO, Web-based Cloud Gaming Service
SEA: http://cloud.webgame2d.com | US West: http://us.cloud.webgame2d.com (not hosted)| US East: http://use.nes.webgame2d.com (not hosted)| Europe: http://eu.nes.playcloud.games (not hosted) For the best gaming experience, please select the closest region to you.
POGO is an open source Cloud Gaming Service building on WebRTC using browser as the main platform.
POGO stands for "POcket Gaming Online" aims to bring the most convenient gaming experience to gamer. You can play any games on your browser directly, which is fully compatible on multi-platform like Desktop, Android, IOS. This flexibility enables modern online gaming experience to retro games starting with NES in this current release.
Note: The current state of cloud gaming service lite are not optimized for production. The service will still experience lag in the case of heavy traffic. You can try hosting your own service following the instruction in the next session.
Demo
https://www.youtube.com/watch?v=qkjV2VIwVIo
Feature
- Cloud gaming: Game logic is handled in server and streamed to user.
- Cross-platform compatibility: The game is run on webbrowser, the most universal builtin app. No console, external app or devices are need.
- Verially scaled: Services are distributed. The closest server with highest free resource will be assigned to user. (In progress)
- Collaborative hosting: this is our invented term refering to the whole community can contribute to host the platform. Whenever the server is hosted and able to connect to the coordinator, it can join the cloud-gaming network and Collaboratively serve prod traffic.
- Local streaming: If you host a server on your local machine and play game on other device close to that, the game will automatically detect running local server and serve the traffic.
- Cloud storage: Game state is storing on an online storage, so you can come back to continue playing in a game.
Run on local by Docker
You try hosting the server yourself by running ./run_local_docker.sh. It will spawn a docker environment and you can access the emulator on localhost:8000.
Development environment
Install Golang https://golang.org/doc/install
Install dependencies
- Install libvpx and pkg-config
# Ubuntu
apt-get install -y pkg-config libvpx-dev
# MacOS
brew install libvpx pkg-config
# Windows
...
And golang dependencies
go get github.com/pion/webrtc/go get github.com/gorilla/websocketgo get gopkg.in/hraban/opus.v2go get github.com/gofrs/uuidgo get cloud.google.com/go/storage
And run
./run_local.sh
Collaborative hosting
go run cmd/main.go -overlordhost cloud.webgame2d.com- start game workers (in charge of peerconnection) connecting to cloud-game network.
Documentation
Follow up
This project demos the simplest cloud game with NES. Integrating with other emulator like GBA, NDS will also be possible. I'm welcome for the contribution.
Credits
- Pion Webrtc team for the incredible Golang Webrtc library and their supports https://github.com/pion/webrtc/.
- fogleman for the awesome nes emulator https://github.com/fogleman/nes.
- poi5305 for the video encoding https://github.com/poi5305/go-yuv2webRTC.
- bchanx for the gameboy https://github.com/bchanx/animated-gameboy-in-css.
- And last but not least, my longtime friend Tri as the co-author.
Contributor
Nguyen Huu Thanh
https://www.linkedin.com/in/huuthanhnguyen/
Tri Dang Minh
https://trich.im
