I will let the GameLift service team know of your interest in one.
The current SDK is dotnet core only, so you could:
- Wrap it or your application to consume it (which may not be possible for browser based games etc) but depending how you distribute your client it may be possible.
- The ability to send messages over those websockets based on the protobuf definition in the C# SDK
- Some specialty message handling (ie Login/connection logic) ported from the C# SDK; Co
Complexity is reduced if you don’t use udp here but again that depends on your use case.
Obviously some caveats here:
- There would be no official support for your client and help may be limited.
- The protobuf file could change but it should generally be backwards compatible
- Realtime is not built for very high speed / large data synchronization between client and servers, I would definitely experiment quickly wrt to your network transfer rate/load to see if Realtime is the right solution for your needs.
Someone recently took this on in this thread for C++ here: Connecting to the RealtimeScript-based server after reserving a game session successfully
Neither are great answers so I am sorry about that.