Splashing around on the surface

Originally posted to Shawn Hargreaves Blog on MSDN, Friday, August 25, 2006

So what does this here XNA Content Pipeline thingummyjig actually DO, anyway?

 

I'm going to start off with an example of how you could use it, working entirely with the default XNA importers and processors.

 

Imagine I'm making a game called "Super Dromedary Racer X". Let's pretend I have the following game assets:

What next?

Ok, I admit it's not quite that easy! I have to write some code at this point...

ContentManager loader = new ContentManager();

 

Model myFunkyDude = loader.Load<Model>("HeroCharacter");

Model bigEmptyDesert = loader.Load<Model>("BigEmptyDesert");

 

Texture2D background = loader.Load<Texture2D>("AmazingSunset");

 

Effect heatHaze = loader.Load<Effect>("HeatHaze");

And there we have it.

 

This may seem pretty straightforward, but there is actually quite a lot going on behind the scenes:

But wait, there is more! Everything in the content pipeline is extensible, and we want you to extend it. Stay tuned for details…

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