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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