   WinSock vs DirectPlay
  I guess this topic is just as annoying as DirectX vs OpenGL or C vs C++, but Im a total n00b when it comes to networking so for once I want a chance to ask a stupid question as well. Anyway, which one would you recommend for one who''s just starting out? 
  http://www.gamedev.net/community/forums/showfaq.asp?forum_id=15 ;  WinPlay DirectSock is an excellent API.Ben   [ IcarusIndie.com | recycledrussianbrides.com ]KalvinB - (to Jessika) do you accept Jesus as your lord and saviorJessika - Sure I can accept all forms of payment.;  DPlay is a wrapper for WinSock. E.g. You get a small overhead but a friendly interface to work against..it might also be less efficient than a wrapper custom-written for your app.   -LuctusStatisticly seen, most things happens to other people.[Mail];  DPlay is not a wrapper for Winsock.DPlay uses it''s own sockets thingie.  DPlay does what would take quite awhile (months) to learn to do in Winsock.  And unless you know what you''re doing with Winsock you''re just going to end up with a crappy version of DirectPlay.I recommend learning both starting with DPlay.  Get an on-line game working with DirectPlay and then work on a Winsock version.Ben   [ IcarusIndie.com | recycledrussianbrides.com ]KalvinB - (to Jessika) do you accept Jesus as your lord and saviorJessika - Sure I can accept all forms of payment.;  DirectPlay is not a winsock wrapper, since it allows IPX and serial connections too, but :quote:MSDNThe service provider layer is at the bottom of the stack. All messaging is handled by this layer, which is responsible for communicating with the network. For example, for TCP/IP networking, the service provider uses the Winsock API to communicate with the network stack. Netmon can only parse network traffic that is carried on an IP or IPX service provider.