Managed DirectPlay from DX9?
Has anyone tried using managed directplay from C# for a multiplayer game? How did that work out for you? Did you find that the performance was on par with raw directplay in C++? How about the maximum number of connections (to the server) that can be supported? I''m thinking about writing both the client and the server for my massively multiplayer game in C# because I like how it''s Java-like in its ease-of-use, RAD-ness, and nice standard libraries, but how unlike Java also executes at a reasonable speed.
Microsoft claims managed DX performance is 98% of raw DX - does this bear out?
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