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November, 2008
Index
Categorized index of old blog posts
Recent Posts
Content Pipeline assemblies
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
Serializing collections of shared resources
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
Releases
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
The sky's the limit
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
Detail textures
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
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November, 2008
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Shawn Hargreaves Blog
Content Pipeline assemblies
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
14
Comments
One of the more confusing things for newcomers to the XNA Framework Content Pipeline is figuring out how (and why) to split your code across multiple assemblies. First off, let's examine the flow of data through the pipeline: My choice of colors is not...
Shawn Hargreaves Blog
Serializing collections of shared resources
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
12
Comments
Tomasz emailed me a good question today: "Very good reading about IntermediateSerializer . I was wondering however if this is possible to use it to serialize a Collection of elements which shall be serialized as shared resources. When I use [ContentSerializer...
Shawn Hargreaves Blog
Releases
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
0
Comments
Many collections of lovingly arranged zeros and ones have recently wound their way through the tubes from our private development systems onto the public servers; some obvious, others maybe less so... Assuming you haven't been living under a rock this...
Shawn Hargreaves Blog
The sky's the limit
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
3
Comments
Skies are one of the most important yet easily neglected graphics in a game. In a typical 3D world the sky can occupy as much as a third of the screen, so having a good one can do wonders for overall visual quality. The great thing about skies is that...
Shawn Hargreaves Blog
Detail textures
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
6
Comments
I cannot leave the subject of texture compression without mentioning detail textures. These are up there with environment maps in the pantheon of awesome but underappreciated rendering techniques. Simple, efficient, and they look great. You can think...
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