Weave Net · Real-time
Woven ships a managed WebRTC stack: rooms & matchmaking over a signaling server, hosted STUN/TURN for NAT traversal, and low-latency DataChannels for game state — plus spatial voice. Add it in a few lines, any engine.
Rooms, matchmaking & presence over secure WebSocket. We broker the SDP/ICE handshake so peers can find each other.
wss://net.woven.gg/room/:idManaged STUN + TURN across 14 regions. Direct peer-to-peer when possible, automatic relay fallback when firewalls get in the way.
STUN · TURN (DTLS) · autoOrdered & unordered WebRTC DataChannels for state at 30–60Hz, plus encrypted Opus voice. You pick reliability per channel.
DataChannel · Opus · DTLS-SRTP// works with Babylon, three.js, PlayCanvas, Phaser…
import { Weave } from '@woven/net'
// join a room — signaling, STUN/TURN & encryption handled
const room = await Weave.join('hollow-tide', { max: 8, voice: true })
room.on('peer', (peer) => console.log("'+ '", peer.id, peer.ping))
// 60Hz state over an unreliable DataChannel
const net = room.channel('state', { ordered: false })
net.onMessage(s => world.apply(s))
setInterval(() => net.send(player.snapshot()), 1000/60)
// spatial voice, also WebRTC
room.voice.enable({ spatial: true })Room config
Room monitor · hollow-tide#4f2a