Comments? Suggestions? Thanks in advance.
I do use DirectPlay, sort of, but limit my use of it to the
lobby APIs so my lobby server and client software can handle
DirectPlay game launches as well as my proprietary launch
protocols.
You might also want to consider the possibility of your games
being launchable on multiple lobby sites. In that case DirectPlay
can give you that. I haven't researched it but it's probably
possible to use DirectPlay in the game client just for making the
initial connection with other players through a lobby and then
using Winsock for the actual game client to game client communication.
--
*************** IGAMES INTERNET GAME LOBBY ****************
* *
* NOW SUPPORTING MICROSOFT DirectPlay 3 LOBBY STANDARD ! *
* *
* A real-time game lobby for the internet with many *
* exciting games and thousands of players. Game *
* developers, players, and ISP's can try it out at: *
* *
****************** http://www.igames.com ******************
>I have been tasked with adding the network layer to our game for the on-line
>multiplayer feature. I would like to know if there is an advantage of using
>the DirectPlay interface (which encapsulates winsock) instead of the Winsock
>interface. I will not be using the lobby features of directPlay, since we
>have our own scene management code, so I am more interested in which would
>be the better network interface, ect.
I think you'll find that DP is easier but WinSock is more powerfull
just a thought
The Bazzalisk /
<//>
'I see it clearly!, it all makes sense!
Frisbies, Plan 9 From Outer Space, Hollywood,
The FBI, The assasination of Ghandi,
The Suicide of H. Dumpty!
It is all clear now!'