has anyone messed with DirectPlay?

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5 comments, last by a2k 24 years ago
i have no idea as to how to use directplay, or any other online gaming api. would it be easy to implement after making a "single" player game? i just don''t want my game code to be so inflexible that i''d have trouble fitting in the multiplayer aspect. any tips on how to keep the code clean for getting ready for online game play? a2k
------------------General Equation, this is Private Function reporting for duty, sir!a2k
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I think there was a tutorial on that here at GameDev some time ago.. Dig the tutorials section, it''s there.

About adding multiplayer support after making a single player game, I doubt it. I think you should think about it from the beginning.

Jarkko
Definitely.. you need to plan a multiplayer game from the start..

You may want to wait a few days before getting the article cause I just updated it to version 1.1 (Got 2 errors)
sorry, i already got it, but that''s okay, it''s just something i''m thinking about right now. it''s just a mystery to me as to how and what type of data is transferred over. like, player inputs, etc.

what documentation do you suggest the most helpful (besides your tutorials and the direct x documentation?)

a2k
------------------General Equation, this is Private Function reporting for duty, sir!a2k
I am implementing an amatuer game in DirectPlay, but most informed opinion suggests it is better to use Winsock instead. DirectPlay does not quite allow me to use any protocol. IPX works fine, TCP/IP works OK but I need to modify my code to stop it throwing up a dialog box, and null modem definite sucks (I don''t know what that means for real modem, but I''m pessimistic). I suggest you at least take a look at winsock before choosing your own path.

Steve T.
void was right. you need to plan for multiplayer from the beginning. However, if you make really modular code, you should be able to reuse it in a new project you create after you finish the one player version =)

depending on the type of game: a twitch (first person shooter or other that requires speedy info transfer) will need low-level protocol programming for the most speed; but in a strategy game with less important and often info updates, dplay will be fine (strategy games example, in particular, Worms2 was programmed in complete dplay and released commercially, ReVolt for the PC also has that i think).
___________________________Freeware development:ruinedsoft.com
I think www.gamasutra.com has a good article on networking.. so does www.flipcode.com..

but if u want a networking api that is good, try www.rogerwilco.com

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