DirectPlay8 vs. WinSock?
Greetings,
What are the pros and cons of these two APIs, the speed, ease of use, control, cpu and memory load. etc. Are there certain types of games that should use one or the other? Can you guys recommend any 3rd party APIs? Thanks a lot in advance!
___
PascalRascal
___PascalRascal
The questions are:
How much time you want to spend writing network code?
a. not long == DirectPlay
b. long time == Winsock
Do you care if it runs on Linux?
a. yes == Winsock
b. no == DirectPlay
Which is more important to you? Development time or portability?
Ben
IcarusIndie.com
[The Rabbit Hole | The Labyrinth | Programming | Gang Wars | The Wall]
How much time you want to spend writing network code?
a. not long == DirectPlay
b. long time == Winsock
Do you care if it runs on Linux?
a. yes == Winsock
b. no == DirectPlay
Which is more important to you? Development time or portability?
Ben
IcarusIndie.com
[The Rabbit Hole | The Labyrinth | Programming | Gang Wars | The Wall]
quote:
How much time you want to spend writing network code?
a. not long == DirectPlay
b. long time == Winsock
Well, depends on your definition of long, I''m leaning more towards A). As long as DirectPlay is fully functional working with a client to server to client architecture.
quote:
Do you care if it runs on Linux?
a. yes == Winsock
b. no == DirectPlay
B.
quote:
Which is more important to you? Development time or portability?
Development time is more important to me than portability, as I''ve still got other things to work on and I''m under a relatively short deadline.
I''ve heard DirectPlay automates a lot of things for you, is this true? If so, how much control does this take away, if any?
Does DirectPlay have more hefty system requirements on the user''s behalf compared to WinSock?
Which is faster, if there''s a difference?
Thank-you!
___
PascalRascal
___PascalRascal
There are only two questions because those are the only two differences.
Everything else is dependent on how you use them. They'll be as fast an efficient as your abilities to code.
I got a fully functional Client/Server in DirectPlay going in an hour.
Ben
IcarusIndie.com
[The Rabbit Hole | The Labyrinth | Programming | Gang Wars | The Wall]
[edited by - KalvinB on April 5, 2002 3:44:25 PM]
Everything else is dependent on how you use them. They'll be as fast an efficient as your abilities to code.
I got a fully functional Client/Server in DirectPlay going in an hour.
Ben
IcarusIndie.com
[The Rabbit Hole | The Labyrinth | Programming | Gang Wars | The Wall]
[edited by - KalvinB on April 5, 2002 3:44:25 PM]
I have addressed this issue in the FAQ for this forum, so please refrain from turning this into another "Sockets or DPlay" thread.
If you want more answers, there are tons of posts on this in past threads.
Thanks,
LL
LostLogic
www.lostlogic.com
Author, Multiplayer Game Programming
If you want more answers, there are tons of posts on this in past threads.
Thanks,
LL
LostLogic
www.lostlogic.com
Author, Multiplayer Game Programming
LostLogicwww.GamerOutfit.comXBox 360 Community Games Reviews and NewsExisled - 2D/3D Shooter for XBox 360
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