From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: asbjorn@asbjorn.st Received: from krantz.zx2c4.com (localhost [127.0.0.1]) by krantz.zx2c4.com (ZX2C4 Mail Server) with ESMTP id 7b7373a7 for ; Wed, 14 Feb 2018 21:18:28 +0000 (UTC) Received: from mail.asbjorn.biz (mail.asbjorn.biz [185.38.24.25]) by krantz.zx2c4.com (ZX2C4 Mail Server) with ESMTP id 4106fe80 for ; Wed, 14 Feb 2018 21:18:28 +0000 (UTC) To: wireguard@lists.zx2c4.com References: <1518420236.1268661.1267596392.738A262C@webmail.messagingengine.com> Subject: Re: Starcraft over Wireguard ... :sideeye: From: =?UTF-8?Q?Asbj=c3=b8rn_Sloth_T=c3=b8nnesen?= Message-ID: <6c70a794-6d9e-f9af-3c0d-ad4e16607a51@asbjorn.st> Date: Wed, 14 Feb 2018 21:24:51 +0000 MIME-Version: 1.0 In-Reply-To: <1518420236.1268661.1267596392.738A262C@webmail.messagingengine.com> Content-Type: text/plain; charset=utf-8 List-Id: Development discussion of WireGuard List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Hi Eric, If the game requires the computers to be on the same LAN, complete with broadcast, multicast etc., you can run a layer 2 network through WG, running a L2TPv3 tunnel on top of WG's layer 3 network. See ip-l2tp(8) for usage examples. It doesn't say in the man page, but if you set the L2TP MTU high like 1500 (to simulate standard LAN MTU), then the packets will be fragmented at the IP layer, so at the cost the fragmentation overhead you can even emulate a higher MTU. -- Best regards Asbjørn Sloth Tønnesen