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https://github.com/giongto35/cloud-game

Web-based Cloud Gaming service for Retro Game
https://github.com/giongto35/cloud-game

antstream cloud-computing cloud-gaming distributed game game-online gba go golang google-stadia hacktoberfest hacktoberfest2021 libretro microsoft-xcloud nes retro-games retroarch stadia webrtc xcloud

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Web-based Cloud Gaming service for Retro Game

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README

        

# CloudRetro

[![Build](https://github.com/giongto35/cloud-game/workflows/build/badge.svg)](https://github.com/giongto35/cloud-game/actions?query=workflow:build)
[![Latest release](https://img.shields.io/github/v/release/giongto35/cloud-game.svg)](https://github.com/giongto35/cloud-game/releases/latest)

**Open-source Cloud Gaming Service For Retro Games**
**Video demo**: https://www.youtube.com/watch?v=GUBrJGAxZZg
**Technical wrapup**: https://webrtchacks.com/open-source-cloud-gaming-with-webrtc/
**CloudMorph**: [https://github.com/giongto35/cloud-morph](https://github.com/giongto35/cloud-morph): My current focus
on generic solution for cloudgaming

Discord: [Join Us](https://discord.gg/sXRQZa2zeP)

![screenshot](https://user-images.githubusercontent.com/846874/235532552-8c8253df-aa8d-48c9-a58e-3f54e284f86e.jpg)

## Try it at **[cloudretro.io](https://cloudretro.io)**

Direct play an existing game: **[Pokemon Emerald](https://cloudretro.io/?id=1bd37d4b5dfda87c___Pokemon%20-%20Emerald%20Version%20(U))**

## Introduction

CloudRetro provides an open-source cloud gaming platform for retro games. It started as an experiment for testing cloud
gaming performance with [WebRTC](https://github.com/pion/webrtc/) and [Libretro](https://www.libretro.com/), and now it
aims to deliver the most modern and convenient gaming experience through the technology.

Theoretically, in cloud gaming, games are run on remote servers and media are streamed to the player optimally to ensure
the most comfortable user interaction. It opens the ability to play any retro games on web-browser directly, which are
fully compatible with multi-platform like Desktop, Android, ~~IOS~~.

In ideal network condition and less resource contention on servers, the game will run smoothly as in the video demo.
Because I only hosted the platform on limited servers in US East, US West, Eu, Singapore, you may experience some
latency issues + connection problem. You can try hosting the service following the instruction the next section to have
a better sense of performance.

## Feature

1. **Cloud gaming**: Game logic and storage is hosted on cloud service. It reduces the cumbersome of game
initialization. Images and audio are streamed to user in the most optimal way using advanced encoding technology.
2. **Cross-platform compatibility**: The game is run on web browser, the most universal built-in app. No console,
plugin, external app or devices are needed.
3. **Emulator agnostic**: The game can be played directly without any extra effort to set up the gaming emulator or
platform.
4. **Collaborate gameplay**: Follow the idea of
crowdplay([TwitchPlaysPokemon](https://en.wikipedia.org/wiki/Twitch_Plays_Pok%C3%A9mon)), multiple players can play
the same game together by addressing the same deeplink. The game experience is powered by cloud-gaming, so the game
is much smoother. [Check CrowdPlay section](#crowd-play-play-game-together)
5. **Online multiplayer**: The first time in history, you can play multiplayer on Retro games online. You can try
Samurai Showndown with 2 players for fighting game example.
5. **Horizontally scaled**: The infrastructure is designed to be able to scale under high traffic by adding more
instances.
6. **Cloud storage**: Game state is storing on online storage, so you can come back and continue playing your incomplete
game later.

## Development environment

* Install [Go](https://golang.org/doc/install)
* Install [libvpx](https://www.webmproject.org/code/), [libx264](https://www.videolan.org/developers/x264.html)
, [libopus](http://opus-codec.org/), [pkg-config](https://www.freedesktop.org/wiki/Software/pkg-config/)
, [sdl2](https://wiki.libsdl.org/Installation), [libyuv](https://chromium.googlesource.com/libyuv/libyuv/)+[libjpeg-turbo](https://github.com/libjpeg-turbo/libjpeg-turbo)

```
# Ubuntu / Windows (WSL2)
apt-get install -y make gcc pkg-config libvpx-dev libx264-dev libopus-dev libsdl2-dev libyuv-dev libjpeg-turbo8-dev

# MacOS
brew install pkg-config libvpx x264 opus sdl2 jpeg-turbo

# Windows (MSYS2)
pacman -Sy --noconfirm --needed git make mingw-w64-x86_64-{gcc,pkgconf,dlfcn,libvpx,opus,libx264,SDL2,libyuv,libjpeg-turbo}
```

(You don't need to download libyuv on macOS)

(If you need to use the app on an older version of Ubuntu that does not have libyuv (when it says: unable to locate package libyuv-dev), you can add a custom apt repository:
`add sudo add-apt-repository ppa:savoury1/graphics`)

Because the coordinator and workers need to run simultaneously. Workers connect to the coordinator.

1. Script

* `make dev.run`
* The scripts spawns 2 processes one in the background and one in foreground

2. Manual

* Need to run coordinator and worker separately in two session
* `go run cmd/coordinator/main.go` - spawn coordinator
* `go run cmd/worker/main.go --coordinatorhost localhost:8000` - spawn workers connecting to coordinator

__Additionally, you may install and configure an `X Server` display in order to be able to run OpenGL cores.__
__See the `docker-compose.yml` file for Xvfb example config.__

## Run with Docker

Use makefile script: `make dev.run-docker` or Docker Compose directly: `docker compose up --build`.
It will spawn a docker environment and you can access the service on `localhost:8000`.

## Configuration

The default configuration file is stored in the [`pkg/configs/config.yaml`](pkg/config/config.yaml) file.
This configuration file will be embedded into the applications and loaded automatically during startup.
In order to change the default parameters you can specify environment variables with the `CLOUD_GAME_` prefix, or place
a custom `config.yaml` file into one of these places: just near the application, `.cr` folder in user's home, or
specify own directory with `-w-conf` application param (`worker -w-conf /usr/conf`).

## Deployment

See an example of [deployment scripts](.github/workflows/cd) if you want to try to host your own cloud-retro copy in the
cloud. This script (deploy-app.sh) allows pushing configured application to the group of servers automatically. The
cloud server should be any Debian-based system with the docker-compose
application [installed](https://docs.docker.com/compose/install/).

## Technical documents

- [Design document v2](DESIGNv2.md)
- [webrtchacks Blog: Open Source Cloud Gaming with WebRTC](https://webrtchacks.com/open-source-cloud-gaming-with-webrtc/)
- [Wiki (outdated)](https://github.com/giongto35/cloud-game/wiki)
- [Code Pointer Wiki](https://github.com/giongto35/cloud-game/wiki/Code-Deep-Dive)

## FAQ

- [FAQ](https://github.com/giongto35/cloud-game/wiki/FAQ)

## Crowd Play, play game together

By clicking these deep link, you can join the game directly and play it together with other people.

- [Play Pokemon Emerald](https://cloudretro.io/?id=652e45d78d2b91cd___Pokemon%20-%20Emerald%20Version%20(U))
- [Fire Emblem](https://cloudretro.io/?id=314ea4d7f9c94d25___Fire%20Emblem%20%28U%29%20%5B%21%5D)
- [Samurai Showdown 4](https://cloudretro.io/?id=733c73064c368832___samsho4)
- [Metal Slug X](https://cloudretro.io/?id=2a9c4b3f1c872d28___mslugx)

And you can host the new game by yourself by accessing [cloudretro.io](https://cloudretro.io) and click "share" button
to generate a permanent link to your game.

## Credits

We are very much thankful to [everyone](https://github.com/giongto35/cloud-game/graphs/contributors) we've been lucky to
collaborate with and many people for help and inspiration from their awesome works.

Thanks:

* [Pion](https://github.com/pion) team for the incredible Golang WebRTC library and their support.
* [Libretro](https://www.libretro.com) team for the greatest emulation lib.
* [kivutar](https://github.com/kivutar) for [go-nanoarch](https://github.com/libretro/go-nanoarch)
and [ludo](https://github.com/libretro/ludo).
* [gen2brain](https://github.com/gen2brain) for the [h264](https://github.com/gen2brain/x264-go) and VPX encoder.
* [poi5305](https://github.com/poi5305) for the [YUV video encoding](https://github.com/poi5305/go-yuv2webRTC).
* [fogleman](https://github.com/fogleman) for the [NES emulator](https://github.com/fogleman/nes).

#### Art

* [October 2nd - Gameboy poltergeist](https://www.deviantart.com/wanyo/art/October-2nd-Gameboy-poltergeist-707754217)
by [Wayne Kubiak (wanyo)](https://www.deviantart.com/wanyo)
* [1978](http://simoncpage.co.uk/blog/2009/01/retro-art-wallpaper/) by [Simon C Page](http://simoncpage.co.uk/)
* [Linear Video game controller background Gadgets seamless pattern](https://stock.adobe.com/ru/images/linear-video-game-controller-background-gadgets-seamless-pattern/241143639)
by [Anna](https://stock.adobe.com/contributor/208277224/anna)

# Announcement

**[CloudMorph](https://github.com/giongto35/cloud-morph) is a sibling project that offers a more generic to
run any offline games/application on browser in Cloud Gaming
approach: [https://github.com/giongto35/cloud-morph](https://github.com/giongto35/cloud-morph))**

## Team

Authors:

- Nguyen Huu Thanh (https://www.linkedin.com/in/huuthanhnguyen)
- Tri Dang Minh (https://trich.im)

Maintainers:

- Sergey Stepanov (https://github.com/sergystepanov)