[responses embedded]

Thomas Hruska wrote:

> You're right Kerry, there is no successor to DirectPlay.  DP sort of
> died a quick death - there were too many problems with it from what I
> understand.  You always have the option of rolling your own, but you
> need to figure out what sort of data you are going to be sending and
> receiving.

That's pretty much what Microsoft is saying: "Do it with sockets." They're
not committing to supporting DirectPlay on Vista, either.

> Brett mentioned SDL - it does sugar-coat some of the more nasty aspects
> of sockets, but from the link he provided, there isn't much substance
> there.  That is, you still are going to have a lot of work ahead of you.

Yeah, I took a look at it. I'm pretty famliar with socket programming now
(thanks to a boost from this list ^_^), so I would be likely to just use my
own socket routines.

> The first step is to determine how MUCH data you are going to be
> shuttling across the network.  Since you are on a LAN, UDP/IP could be
> the way to go for unreliable data.  A lot of games use two sockets:  A
> TCP/IP connection for guaranteed data transfers and a UDP/IP
> connectionless interface for sending/receiving current game state
> information.  UDP/IP is unreliable and there is no way to tell if data
> arrived at the destination.  The downside to UDP/IP is a lot of
> firewalls will block some types of UDP packets and troubleshooting
> becomes difficult for the user.

Ok, that's good to know. It's not an issue with the current project, but it
looks like I'll need to write a networking library for our game engine now.
More and more games are networked, and I only see that trend picking up
speed.

> If you've never done socket programming before, SDL may be a good
> starting point to sugar-coat some of the more ugly aspects of using
> sockets.  Games are far trickier to program for networking than any
> other application because users are much less forgiving when it comes to
> things like lag.  (BTW, I'm willing to test your games if you need a
> remote user whom you can trust to not leak it - I'm a hardcore gamer and
> will play just about anything - I downloaded the LEGO Star Wars demo
> last night and will probably play it this weekend).

Thanks for the offer. I may take you up on it later. The current project is
a theme-park attraction, and requires all sorts of specialized hardware, and
a minimum of two machines on the same sub-net. If you're willing to buy a
50" plasma monitor, a specialized video card that sends output to four 640 x
480 monitors, 3D audio cards, and a HAPP controller, I'll be glad to sign
you up as a tester ;-)  (Unpaid, of course) (And did I mention that the game
is for 8- to 12-year-olds?)

Cordially,

Kerry Thompson




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