• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Archived

This topic is now archived and is closed to further replies.

SPAR

Winsock VS DirectX

6 posts in this topic

I am working on a multiplayer internet game and am wondering whether using Winsock functions or DirectX is faster/more reliable? I know the basics of implementation, but I would just like to know which is faster for communication via TCP/IP? SPAR1
0

Share this post


Link to post
Share on other sites
Winsock is low-level and therefore faster, DirectPlay is more high-level and requires less programming, but it may not be as flexible as you would like it to be.

I don''t think that DirectPlay (from DX7) is capable of maintaining mass online games or fast realtime FPS mplayer games, but for strategy games or similar when you don''t require really fast communication, it should be fine.

Isn''t DirectPlay mostly based on Winsock?

============================
Daniel Netz, Sentinel Design

"I'm not stupid, I'm from Sweden" - Unknown
0

Share this post


Link to post
Share on other sites
Both Winsock and DPlay implementations of the same protocol tend to have similar latency, but overall bandwidth is greater with DPlay, especially when creating a connection. Reliablility is pretty much the same as they work on the same network protocols.

Edited by - SiCrane on 3/9/00 10:55:55 PM
0

Share this post


Link to post
Share on other sites
When you say the overall bandwidth is bigger, do you mean that you can send more information or that it takes up more of the resources?
0

Share this post


Link to post
Share on other sites
More resources. I wrote a simple DPlay program to test this.

In this small case a client connecting sends 480 bytes and receives 772.

When sending messages over UDP, the messages are prefixed with the origin and destination player IDs - a total of 8 bytes.

When sending reliable messages over TCP, there is also 2 bytes for the packet length, 2 bytes of something else, and 16 (!!!) empty bytes. (a GUID?)

Setting DPSESSION_DIRECTPLAYPROTOCOL sends more packets, I didn''t bother counting.
0

Share this post


Link to post
Share on other sites