Microsoft DirectPlay 5.0
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Transcript Microsoft DirectPlay 5.0
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