What to use for a multiplayer RTS
G''day,
I am currently putting together a simple Real-Time strategy game. Over the next few months I would like to add multiplayer abilities to my game (both LAN and internet). I am just wondering what would be best for this type of game. I would probably just make it peer-to-peer for simplicity. I know of Winsock, DirectPlay, and that is about it.
Thanks for your help.
Doolwind
July 30, 2002 01:17 AM
Peer-to-peer isn''t really more simple. I personally consider client-server more simple because keeping all players synced is much easier when you have a single authority ove the game state (Server).
quote:
Original post by Anonymous Poster
Peer-to-peer isn''t really more simple. I personally consider client-server more simple because keeping all players synced is much easier when you have a single authority ove the game state (Server).
I was thinking that myself but I''m not sure about it.
-------------Ban KalvinB !
Thanks guys,
I had a look at some sites and yeah it would be a lot better to do a client-server relationship, especially for scalability.
Is winsock the best option for the actual library to use? Or Directplay?
Doolwind
I had a look at some sites and yeah it would be a lot better to do a client-server relationship, especially for scalability.
Is winsock the best option for the actual library to use? Or Directplay?
Doolwind
July 30, 2002 07:28 AM
I haven''t actually *used* DPlay, only sockets, but from what i''ve read/been told, DPlay is good as a higher level library, where most things are simpler than doing them in winsock, winsock gives you a bit more control about how you handle your networking, and is also more portable if you decide to make a linux server or client. I think if you have already used some DirectX (COM) api''s then DPlay may be a little easier to use...but then again i haven''t actually used it
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