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Microsoft DirectPlay 5.0
Ajay Jindal
Program Manager
Why DirectPlay?
Standard API for network gaming
 Network and protocol independent
 Service Provider Architecture
 Lobby Support
 Game Server Support

Standard API
Easy to use
 Portable across networks
 Don’t need to be an expert on
networking (Winsock? MTU?
Nagling?)
 Focus on producing better content

Network Independence
Support any protocol (TCP/IP, IPX,
RTP, T.120)
 Optimize use of network resources

– multicast
– servers
– bridges
– quality of service
Service Provider Architecture
Standard: TCP/IP, IPX, modem, serial
 Network operators can develop their
own
 DirectPlay game can run on the new
network with no modification

– cable modems
– ATM network
Service Provider Architecture
Application
DirectPlay
TCP/IP
Internet
IPX
LAN
TAPI
Modem to Modem
network X
Private
Network
Network Independence
DirectPlay exposes an abstract
network
 Application queries properties of the
network

– Latency
– Bandwidth
– Multicasting
– Guaranteed messages
Matchmaking Lobby Support
Finding opponents on the Internet
today is very difficult
 Place to find games in progress
 Place to find people to start new
games

– Synchronized launch of game

Advertising/ Point of sale
DirectPlay Lobby Support
API to support synchronized launch
from a lobby
 Requires external lobby client

– Internet Gaming Zone
– The Palace

Makes it easier for end-user to set up
a multi-player game
– no need to enter an IP address
DirectPlay 5.0 Features
Lobby Server and client API
 Game Server
 Secure connections
 Message encryption
 Reliable messaging
 DirectPlay dialog overrides
 Backward compatibility

DirectPlay Lobby Servers
Standard functionality for lobby
servers
 Generic client that can connect to
any server
 WWW style navigation

DirectPlay Lobby Client API
Client API allows anyone to develop
a lobby client
 Lobby experience can be integrated
with the game
 Customer can have a compelling outof-the-box experience

DirectPlay Game Servers
Servers to host DirectPlay games
 Make peer-to-peer games play better
 Game specific servers to enhance
game play

– high power, high bandwidth server
– large number of simultaneous players
DirectPlay 5.0 Deliverables
Turnkey Lobby Server
 ActiveX Lobby control for I.E.
 Turnkey Game Server
 Third party service providers
 Sample Code

Call to Action (DirectPlay 3.0)
Use DirectPlay 3.0 for your multiplayer games
 Add DirectPlay lobby support
 Test on the Internet and third party
service providers

Call to Action (DirectPlay 5.0)
Plan for DirectPlay 5.0 features
 Integrated lobby client (a la Diablo)
 External lobby support
 Custom DirectPlay dialogs
 Game servers

Future of DirectPlay

Solve higher level problems through
API
– dead reckoning
– temporal synchronization

Port to other platforms
– Macintosh
– Unix
– Game Consoles