simple-peer
peerjs
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simple-peer | peerjs | |
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15 | 22 | |
7,145 | 11,910 | |
- | 1.0% | |
0.0 | 9.2 | |
about 2 months ago | 2 days ago | |
JavaScript | TypeScript | |
MIT License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
simple-peer
- Game engine for JavaScript engineer
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WebTorrent
Disclosure: I'm the author of WebTorrent.
It's so fulfilling to see WebTorrent still popping up on Hacker News after all these years. I started the project in 2013 and devoted most of my 20s to working on it, ultimately becoming a full-time open source maintainer, and writing hundreds of npm packages including buffer (https://github.com/feross/buffer), simple-peer (https://github.com/feross/simple-peer), and StandardJS (https://standardjs.com/).
I started WebTorrent with the goal of extending the BitTorrent protocol to become more web-friendly, allowing any browser to become a peer in the torrent network. Within less than a year of starting the project, I got WebTorrent fully working. And it worked _well_, beating many native torrent apps in terms of raw download speed and the ability to stream videos within seconds of adding a torrent.
WebTorrent never got as much attention as the cryptocurrency projects selling tokens throughout the mid-2010s, even though WebTorrent actually worked and had more real users than almost all of them :) I was never tempted to add a crypto-token to WebTorrent, despite many well-meaning friends telling me to do it. Nonetheless, WebTorrent served as an accessible on-ramp to the world of decentralized tech, along with other projects like Dat (https://dat-ecosystem.org/) and Secure Scuttlebutt (https://scuttlebutt.nz/).
But WebTorrent is more than a protocol extension to BitTorrent. We built a popular desktop torrent client, WebTorrent Desktop (https://webtorrent.io/desktop/), which supports powerful features like instant video streaming.
We also build a `webtorrent` JavaScript package (see https://socket.dev/npm/package/webtorrent) which implements the full BitTorrent/WebTorrent protocol in JavaScript. This implementation uses TCP, UDP, and/or WebRTC for peer-to-peer transport in any environment – whether Node.js (TCP/UDP), Electron (TCP/UDP/WebRTC), or the web browser (WebRTC). In the browser, the `webtorrent` package uses WebRTC which doesn’t require a browser plugin, extension, or any kind of installation to work.
If you’re building a website and want to fetch files from a torrent, you can use `webtorrent` to do that directly client-side, in a decentralized manner. The WebTorrent Workshop (https://webtorrent.github.io/workshop/) is helpful for getting started and teaches you how to download and stream a torrent into an HTML page in just 10 lines of code.
Now that WebTorrent is fully supported in nearly all the most popular torrent clients, including uTorrent, dare I say that we succeeded? It's been a long and winding journey, but I'm glad to have played a role in making this happen. Special shoutouts to all the open source contributors over the years, especially Diego R Baquero, Alex Morais,
P.S. If you're curious what I'm up to now, I'm building Socket (https://socket.dev). And there's actually a WebTorrent connection, too. Socket came out of a prior product we built called Wormhole (https://wormhole.app), an end-to-end encrypted file transfer application built using WebTorrent under-the-hood (Show HN thread: https://news.ycombinator.com/item?id=26666142). Like Firefox Send before it, security was a primary goal of Wormhole (see security details here: https://wormhole.app/security). But one area where we were lacking was in how we audited our open source dependencies. Like most teams building a JavaScript app, we had a large node_modules folder filled with lots of constantly updating third-party code. The risk of a software supply chain attack was huge, especially with 30% of our visitors coming from China. As most teams do, we enforced code review for all our first-party code. But similar to most teams, we were pulling in third-party dependencies and dependency updates without even glancing at the code (this is something that almost every company does today). We knew we needed to do better for our users. We looked around for a solution to analyze the risk of open source packages but none existed. So we decided to build Socket.
Socket helps developers ship faster and spend less time on security busywork by helping them safely find, audit, and manage OSS. Socket provides a comprehensive open source risk analysis. By analyzing the full picture – from maintainers and how they behave, to open-source codebases and how they evolve – we enable developers and security teams to identify risk from malware, hidden code, typo-squatting, misleading packages, permission creep, unmaintained or abandoned packages, and poor security practices. For one quick example, take a look at the risks we identified in this Angular.js calendar library: https://socket.dev/npm/package/angular-calendar/issues/0.30....
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Show HN: America – Road Trip Simulator
Thanks for trying it out!
The frontend is built with Svelte. This was my first time using the framework and I found their website super helpful: https://svelte.dev/docs
Used Mapbox API and geolib (https://github.com/manuelbieh/geolib/) for building routes and for other geospatial tasks.
"Talkie" was built with simple-peer (https://github.com/feross/simple-peer) and WebRTC. Great tutorial can be found on MDN: https://developer.mozilla.org/en-US/docs/Web/Guide/API/WebRT...
On the backend I use Vercel's serverless functions which are mostly acting as trivial proxies for various open API's.
Feel free to email me if you need more info.
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My 2D soccer real-time game made using React and WebRTC
I use simple-peer package: https://github.com/feross/simple-peer. They got good documentation and examples to get started. One thing is that you need to know more about creating signaling server to establish connection between peers - I use socket.io for that.
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Show HN: WebRTC Nuts and Bolts, A holistic way of understanding how WebRTC runs
Our team got off the ground really quickly using https://github.com/feross/simple-peer to handle the majority of the WebRTC client implementation. We're sending video and voice, so websockets aren't feasible. I'd say it was a lot easier than I expected coming in cold, and about 95% of connections establish quickly and don't have any problems.
However for that remaining 5%, I have a lot to learn. Using an abstraction is great when it works, but I'm interested in going through OP's project to get a better sense of what's happening when things go wrong.
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Ludwigs charity stream raises over $100,000
For the VoIP part you would look up tutorials on creating your own VoIP server and clients. This is the part where you would have to research a ton when you're not familiar with a technology. Looking into it a bit, CrewLink seems to mainly use a library called simple-peer to connect people together and pass audio between them.
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Building a customer support solution focused on video calls
Custom peer-to-peer video call implementation can also be done using vanilla webrtc or https://github.com/feross/simple-peer but using an SFU such as Janus can help
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Show HN: Jam, an Open Source Clubhouse
Not an expert here but have some experience with it:
Assuming that each peer is connected to every other peer via a mesh network [see this image for reference: https://github.com/feross/simple-peer/blob/master/img/full-m...], each outgoing stream (esp. audio / video) is likely going to be duplicated, per recipient.
Scalability over a mesh network is fully dependent on CPU and network performance of all of the connected devices, and I'd doubt it could handle 12 participants if there is video involved, unless all participants are running relatively high-end and modern devices, with optimal network conditions.
You'll need a SFU or an MFU running on the server to handle larger rooms, while enabling all connected devices to only have to send one output stream per media type, regardless of how many connected participants there are.
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Any example of streaming non "user media" media?
It isn't really documented anywhere, but here is a thread confirming the behavior
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A local file storage for the web and interopearability layer for web-based apps (submission)
For the tmp-webrtc extension, at first I wanted to create a backend service to implement peer discovery. That would also give me an opportunity to try out DigitalOcean’s paid services (like running backend apps and using a managed database). Unfortunately due to time constraints I didn’t get around to doing that and used the P2PT library for peer discovery instead. P2PT uses public WebTorrent trackers as a WebRTC signaling server, and so no backend services have to be deployed. So it ended up being another static app. This is my first time using P2PT and WebRTC for file transfers though, so I still think I learned a lot.
peerjs
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Help us prioritize features for our decentralized p2p chat app
this app is using peerjs to connect peers over a webrtc connection. check out thier docs for more info. with webrtc, things like file-transfer, should be very performant compared to cloud storage providers... especially over LAN. network speed doesnt seems to be an issue i have experienced.
- Blockchain as a Datastructure
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Some things I learned, retrofitting a browser-based RTS for network multiplayer.
I'm using the client-side PeerJS https://peerjs.com/ library for networking. As the name may imply, a direct connection is established between two peers using WebRTC via "handshake" through an intermediary server they host - and, they provide source for the server as well. I have found it to be quite reliable, thus far.
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Create a Keyword Generator Chrome Extension🔥
If you want you can use Preact. PreactJS is a lightweight alternative to ReactJS, designed for high performance and compatibility. is often used in applications where performance is critical and has a small footprint.
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Ask HN: Those making $0/month or less on side projects – Show and tell
You might be able to eliminate the VPS by making it P2P using something like PeerJS [1]. PeerJS provides a free shared connection broker server.
[1]: https://peerjs.com/
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We just release our first version of TOONKS, a 3D Multiplayer Game where you can play a tiny tank against your friends directly on your browser without any installation.
We use peer.js module to create a WebRTC connection between clients
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CRDTs and Distributed Consistency - Part 3: Building a distributed counter
Now that we have all the required boilerplate we can start building the actual game. For the communications between peers we are going to use PeerJS a peer-to-peer library built on top of WebRTC.
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Multiplayer in Augmented Reality
I am using https://peerjs.com/. I am currently using their default brokering system (which is the default out-of-the-box). it seems (when necessary) i am able to run my own version as provided at: https://github.com/peers/peerjs-server
- Networking of a Turn-Based Game
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How would you create a board game backend?
Without backend, you can choose WebRTC for all communication b/w players. peerjs is a good library for that. However, I would still suggest not to take this approach as it can be overwhelming.
What are some alternatives?
Socket.io - Realtime application framework (Node.JS server)
mediasoup - Cutting Edge WebRTC Video Conferencing
Pion WebRTC - Pure Go implementation of the WebRTC API
janus-gateway - Janus WebRTC Server
coturn - coturn TURN server project
aiortc - WebRTC and ORTC implementation for Python using asyncio
simple-peer-files - A library to send files over WebRTC
webrtc-video-conference - WebRTC video conference app
js-libp2p-webrtc-star - libp2p WebRTC transport that includes a discovery mechanism provided by the signalling-star
peerjs-go - Golang PeerJS implementation
peer - Decentralized web apps over web2.
Peer - Sane and easy to use WebRTC Peer implementation