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Topic: DirectPlay


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  Chapter 3 -- DirectPlay
DirectPlay is an easy way for applications to communicate to each other.
Before DirectPlay developers had to write code that catered to as many communication methods as possible.
A key to DirectPlay is identifying sessions to join.
www.eastcoastgames.com /directx/chapter3.html   (2957 words)

  
  Asynchronous Networking with the DirectPlay Protocol
When the DirectPlay protocol flag is not set, the application must examine the capabilities of the service provider (after the session has been opened) to determine what functionality is available in terms of asynchronous messaging, canceling messages, timeouts on messages, and prioritization of messages.
The DirectPlay protocol and asynchronous messaging provide an environment where the network code in an application can determine the abilities of the link and adapt its behavior to make the greatest use of available bandwidth.
DirectPlay is able to take advantage of any multicasting capabilities of the service provider in order to send group messages, thus reducing message traffic.
web.ukonline.co.uk /eech/html/throttle.htm   (2306 words)

  
 Overview   (Site not responding. Last check: 2007-10-31)
In effect, DirectPlay gives the programmer the ability to ignore the specifics of the type of network that an application is communicating across.
DirectPlay also saves network application development time by providing certain convenience features, such as guaranteed messaging.
DirectPlay informs you when the message has been sent successfully or has timed out.
www.mtsu.edu /~csjudy/directX/DirectPlay/Overview.html   (530 words)

  
 Article - WGDC 2000 - DirectPlay Voice // PC /// Eurogamer
DirectPlay has, until now, been one of the less used aspects of DirectX, with the developers of most hardcore games choosing to code their own multiplayer support from the ground up rather than using DirectPlay.
DirectPlay Voice (DPV) is based on the old Battlefield Communicator software, whose creators Shadow Factor have since been absorbed into Microsoft's evil empire.
For example, if another player runs in front of you while they are talking, you can hear the sound of their voice moving from left to right as they pass by you.
www.eurogamer.net /article.php?article_id=597   (1494 words)

  
 GameDev.net - A DirectPlay Tutorial
Seeing that there are few (if any) tutorials on DirectPlay, and that it is such a pain to learn DirectPlay from the MSDN (like I have), I thought I would alleviate some of the agony by writing this tutorial.
DirectPlay offers additional methods to store application specific data so you don't have to implement a list of players but I'd rather do my own list.
Side note: Although DirectPlay has a method for enumerating the connections available, the method will enumerate all connections even if they are not available.
www.gamedev.net /reference/articles/article764.asp   (4516 words)

  
 Microsoft Security Bulletin MS04-016: Vulnerability in DirectPlay Could Allow Denial of Service (839643)
Because DirectPlay is a network protocol that is designed to allow multi-player games, users who are playing games that do not use the version 4 interfaces of DirectPlay are not vulnerable to an attack.
DirectPlay is a network protocol that shipped with Microsoft DirectX to help game developers create multi-player networked games without having to implement sophisticated network protocols.
Because the affected component is within the DirectPlay network technology, systems that are used for multi-player network gaming are primarily at risk from this vulnerability.
www.microsoft.com /technet/security/bulletin/MS04-016.mspx   (5123 words)

  
 DirectPlay 3.0: Let The Online Gaming Begin   (Site not responding. Last check: 2007-10-31)
DirectPlay 3.0 added a feature to make replicating data to remote players a lot easier: your application can now associate data with players and groups of players and propagate that data automatically to all remote players.
New DirectPlay APIs that set and get remote data also allow you to specify that the data be maintained only locally.
DirectPlay 3.0 also allows the user to create friendly names for player groups, making it easier to track teams in a session.
www.activewin.com /articles/directx/article_2.shtml   (1404 words)

  
 DirectPlay for the Masses > What Is DirectPlay?   (Site not responding. Last check: 2007-10-31)
This article introduces DirectPlay and explores some of the attributes of DirectPlay that make it a very viable solution to data transfer issues, not only for games but for the business community.
DirectPlay wraps a lot of the functionality that many game developers use to manage and send game data back and forth between individual and Internet users all over the world.
Microsoft has realized that multiplayer gaming is an emerging market and created DirectPlay to offer this advanced feature of game programming to anyone who wants multiplayer ability in his or her games.
www.samspublishing.com /articles/article.asp?p=26236&seqNum=4   (226 words)

  
 DirectPlay definition - isp.webopedia.com - The Glossary for Internet Service Providers
Intended for computer game development, Microsoft DirectPlay is a media-independent networking API that provides networking services at the transport protocol and session protocol levels.
DirectPlay's media independence also allows it to be extended in the future to support new standards and protocols as they become widely deployed.
Also included in DirectPlay are the DirectPlay Lobby APIs, which allow applications to register themselves with DirectPlay so that other applications can easily launch them and pass them network addressing information.
isp.webopedia.com /TERM/D/DirectPlay.html   (227 words)

  
 Dr. Dobb's | Software Security and the DirectPlay API | July 22, 2001
The DirectPlay API is a subset of the DirectX SDK.
With DirectPlay, it is straightforward to make an application fully network aware and see other instances of itself across the network.
The DirectPlay API has a structure with a member that contains the current user count; however, you want to keep this portable enough to move to a new transport, like a pure TCP/IP WinSock, and not be limited to the DirectPlay interface.
www.ddj.com /184410171   (2179 words)

  
 TransGaming Technologies
DirectPlay should definitely be voted to the top of the list.
There are literally dozens of games that would instantly have multiplayer if we had Directplay support.
Hardly any popular game makes use of directplay, only MS title that I know of like Age of Empires and Age of Mythology.
www.transgaming.com /showthread.php?poll=882   (683 words)

  
 Develant.com - OpenTrek   (Site not responding. Last check: 2007-10-31)
DirectPlay automatically throttles your outgoing messages to a level that can be handled by the target.
DirectPlay strongly focuses on hosts, which the player can connect to using a lobby application.
It is possible to work around the use of lobbies in DirectPlay - but that leaves more work for the end user (having to enter the IP number of the host manually).
www.gapidraw.com /opentrek-features.php   (679 words)

  
 DirectPlay Masquerading Module
The Linux DirectPlay Masquerading Module is intended to be used with the Linux ip_masq functionality.
It is a loadable module which allows multiple clients behind a masquerading server to use the DirectPlay protocol for gaming, either as game clients or hosts.
DirectPlay protocol support is pretty barebones at the moment.
dplay-masq.sourceforge.net /faq.html   (788 words)

  
 IMG News: Logicware Decodes DirectPlay for AvP
Apparently the main programmer, Bill "Burger" Heineman, has actually reverse-engineered Microsoft's proprietary DirectPlay networking protocol, which is often a barrier to compatibility between many PC games and their Mac ports.
DirectPlay was an issue, but at this point...we've got an actual working version of DPlay for MacOS.
There is still no word as to whether Logicware will release their solution for other companies to use, or if it is even applicable to other games.
www.insidemacgames.com /news/story.php?ArticleID=263   (399 words)

  
 DirectX:DirectPlay - GPWiki
The trouble was, that it had its' definite quirks and only the more elite networking gurus could get a smooth networking game together leaving the rest of us out in the cold trying to peek in through the door.
The main strengths of DirectPlay, is that it encapsulates lower level network communication for you.
If the message doesn't get through to the directed player, or a required packet is dropped, not to worry DirectPlay will handle these situations for you.
gpwiki.org /index.php/What_is_DirectPlay   (262 words)

  
 DirectPlay: DirectX: Graphics & Multimedia Programming: Best Web Links: SearchVB.com   (Site not responding. Last check: 2007-10-31)
The Microsoft DirectPlay application programming interface (API) is the component of Microsoft DirectX that enables you to write network applications such as multiplayer games.
DirectPlay allows you to create, find, and connect to multiplayer games.
Once connected, DirectPlay enables you to send guaranteed or non-guaranteed messages to other players.
searchvb.techtarget.com /bestWebLinks/0,289521,sid8_tax1317,00.html   (156 words)

  
 DirectPlay 8.2 Beta Patch Out And Available Solo   (Site not responding. Last check: 2007-10-31)
The DirectPlay 8.2 beta release requires that DirectX 8.1 is installed on your machine.
The DirectPlay 8.2 beta patch is to expire on October 31, 2002.
However the final release of the DirectPlay 8.2 patch will be available prior to this expiration date allowing plenty of time to upgrade the beta to the final release.
www.warp2search.net /esselbach/story.php?id=6101   (167 words)

  
 MSDN Chats: Microsoft DirectPlay   (Site not responding. Last check: 2007-10-31)
I'm the program manager of DirectPlay and we have key representatives of the DirectPlay team present from both the development team and the test team.
A: For DirectPlay 9 we're planning a single threading model option (to be more like console development), packet coalescence, Bluetooth service Provider and a data item that you can use to assist with time synchronization.
We are committed to making DirectPlay a useful and efficient network layer for games and always welcome feedback from the developer community.
msdn.microsoft.com /chats/transcripts/graphicsmultimedia/directplay_040302.aspx   (1725 words)

  
 Microsoft DirectPlay Malformed Packet Denial of Service
Microsoft DirectPlay is a network protocol component of the DirectX game library.
DirectPlay works on User Datagram Protocol (UDP) ports from 2300 to 2400.
If a specific value were to be maliciously malformed, then the function could access invalid memory addresses, causing a denial of service to that application.
www.juniper.net /security/auto/vulnerabilities/vuln1638.html   (159 words)

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