Quote: "Benjamin, do you have an estimated release date for your winsock .dll?"
Well, right now its usable, I'm just adding some stuff to make it simpler(and of course I'm adding advanced functions too). Right now hosting and joining is as simple as:
`Host
net_host 5, "127.0.0.1"
`Join
net_join "127.0.0.1"
Do note though that it currently only supports client/server functionality, that is, all data gets routed through the host(server). This isn't a problem really, because it means less lag will occur through players because they only have to send their data once. Of course, if the server is lagging then it will affect everyone, but if you have a fast enough person acting as the server then it shouldn't lag.
Sending data is a piece of cake:
`Put some data in the outbound buffer
x# = object position x(1)
z# = object position z(1)
net_pushfloat x#
net_pushfloat z#
`Send data(send 8 bytes)
net_send 8
And receiving is also easy:
`Get data and put it in buffer
net_recieve
`Take data from buffer and use it to position the object
z# = net_popfloat()
x# = net_popfloat()
position object 1, x#, 0, z#
And, checking for new connections, which is what the server/host does:
newPlayer as boolean
newPlayer = net_newconnection()
Well ok, right now I am using DLL calls because I haven't yet added the INI file, but it'll be like I said

. Connecting only takes roughly a second for dialup-ers, whereas with dbpro's net commands it takes about 10 seconds.
Multiplayer DLL on its way! Easy to use DLL for client/server multiplayer games.