[casual_games] languages... (that's an 's' at the end!)
Lennard Feddersen
lennard at RustyAxe.com
Thu Oct 6 13:36:06 EDT 2005
Coincidentally I have the DPlay doc's open on my desktop today - does
.NET somehow make this easier to use? I fiddled around with DPlay a bit
back in 96 when we were talking about adding LAN play to Grand Slam
Baseball and my recollections are painful. That said, lobby software
seems like a big thing to tackle properly and so I would like to find a
solution that isn't rolling my own. Ideally it would come with some
commercial incentive as well, ie. use our software and be placed on this
system that has 1 gazillion active game players - GameSpy offers this
but the price is steep.
From the Ovorp website: /"Active development has stopped on the Ovorp
engine. Like so many projects. I was in the middle of a reorginization
when I ran out of steam on the project."
/What I'm looking for are compelling reasons to stray from tried and
true software that is light weight and, when those hard to track down
intermittent bugs do occur, easy to drill down in (which is why source
code is a personal requirement when I take on 3rd party libraries).
Also, specifcs about why particular libraries might be avoided (ie. if
anybody knows about fatal flaws in DPlay).
Lennard Feddersen
CEO, Rusty Axe Games, Inc.
www.RustyAxe.com
Lennard at RustyAxe.com
P. 250-635-7623 F. 1-309-422-2466
3521 Dogwood, Terrace, BC, Canada, V8G-4Y7
Jonas Beckeman wrote:
>>Client/server stuff is one of the places I will be heading. How would
>>.NET make that easier?
>>
>>
>
>DirectPlay, a library for online gaming, exists for managed code:
>http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dnplay/html
>/dpov.asp
>though I seem to remember they'll be substituting it with something else
>soon(?)
>There's also functionality in the namespace System.Net, specifically
>System.Net.Sockets.
>I think the open-source Ovorp GDK relies heavily on networking, you could
>check that out.
>
>/Jonas
>
>
>
>
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