Is DirectX the way to go?
Slayer-X: The DirectX 7 (and 6 and 5 for that matter) documentation is, with a few notable exceptions, practically the best documentation I have every seen. You can (as I did) learn 95% of DirectX just from the documentation.
jtecin: DirectPlay tries to isolate you from the actual transport provider you want to use. It works the same for Internet, modem, serial, etc. As an alternative, you take DirectPlay's role and communicate with each provider individually. For example, if you want TCP/IP (Internet) communications, you deal directly with WinSock as an alternative. The other mediums (modem, serial, IPX) all have a more direct method of accessing the relevant hardware.
- Splat
Graphics:
OpenGL -- multiplatform, elegant, easy to use. If you think you might someday port to another platform like Linux, Macintosh, etc then go OpenGL.
Sound:
DirectSound -- It is finally coming of age with DirectX7. Wrap it so you don't have future porting problems.
Input:
DirectInput -- open ended flexible. Much more reliable than the windows message queue. Wrap it so you don't have future porting problems.
Networking:
Use Winsock TCP/IP or TCP/UDP depending on your needs. DirectPlay is not your friend ask any game company that's used it, 99% of all commercial multiplayer games use TCP/IP. With the proliferation of the Internet there is little need for modem-to-modem and serial support anymore, they are a thing of the past. IPX can be argued, but you can do that with Winsock too.
Rick Overman
Senior Engineer, Tribes2
Dynamix, Inc.
Tribes Website
TribesPlayers.com
Thanx
Slayer-X
Former Microsoft XNA and Xbox MVP | Check out my blog for random ramblings on game development