• Shawn Hargreaves Blog

    SpriteBatch and renderstates

    • 27 Comments
    2010 update: if you are using a version of XNA Game Studio >= 4.0, see here instead . If you are mixing 3D rendering with 2D objects using SpriteBatch, you may notice that your 3D graphics no longer draw correctly after you have rendered sprites...
  • Shawn Hargreaves Blog

    Debugging the content pipeline

    • 17 Comments
    Content pipeline importers and processors run inside Visual Studio as part of building your game. This means you can't just debug into them like you would for normal game code. Fortunately, the CLR provides a handy way of hooking a debugger up to any...
  • Shawn Hargreaves Blog

    Build it ahead of time

    • 11 Comments
    One of the biggest differences between the XNA content pipeline and the way many people are used to loading their game assets is that with the content pipeline, games no longer read directly from standard asset formats like .X, .BMP, and .FX. Instead...
  • Shawn Hargreaves Blog

    Add the mesh, not the textures

    • 4 Comments
    Here's a common mistake for people new to the Content Pipeline... If you have a mesh file that references a bunch of texture files, and you want to use this with XNA, you only need to add the mesh to your C# Express project. When we build the mesh...
  • Shawn Hargreaves Blog

    XNA Beta 2

    • 1 Comments
    Finally! Beta 2 is available for download from http://msdn.microsoft.com/directx/XNA/ This includes the Content Pipeline, so now you have that in your hands, I'll be posting and answering questions about how the whole thing works. Let me know if there...
  • Shawn Hargreaves Blog

    Geek humour

    • 0 Comments
    Warning, not XNA related! http://xkcd.com/ is superb. Especially these: http://xkcd.com/c26.html http://xkcd.com/c32.html http://xkcd.com/c33.html
  • Shawn Hargreaves Blog

    Taking out the trash

    • 19 Comments
    Memory management. Object ownership. Dangling references. Leaks. It's enough to make grown men cry, and small boys cower under their duvets quivering with fear. But that was then. The .NET garbage collector takes care of such things for us, neh...
  • Shawn Hargreaves Blog

    Designers? Show me the code!

    • 2 Comments
    If you're like me, you probably spend a lot more time editing code than you do using graphical designers. Not that I have anything against designers, you understand, but I only tend to use them for my initial project setup, whereas I edit code all the...
  • Shawn Hargreaves Blog

    The way is shut

    • 15 Comments
    I suppose I ought to mention the bad news at some point… The Content Pipeline won't be included in the XNA Framework beta that we are releasing on August 30. Ouch! I just looked at my calendar and that date is really close now. I'd better...
  • Shawn Hargreaves Blog

    Diving deeper

    • 6 Comments
    At first glance the XNA Content Pipeline may seem to cover similar ground to the old D3DX utility library. For instance both provide a simple way to access graphics from .X files: // D3DX Mesh u ngulate = Mesh.FromFile ("dromedary.x" , 0, device...
  • Shawn Hargreaves Blog

    Splashing around on the surface

    • 9 Comments
    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...
  • Shawn Hargreaves Blog

    Canals, rivers, and the drinking water supply

    • 2 Comments
    I love taps. Turn one, and out comes fresh drinking water. Turn the other one, and out comes hot water for doing the washing up. Great stuff! The only problem with taps is that they aren't very interactive or flexible. Great for providing water...
  • Shawn Hargreaves Blog

    A dribble of background assumptions

    • 4 Comments
    I want to talk about the XNA Framework Content Pipeline! I do, I do, I do! But apparently Michael is working on an overview post, so I'm going to wait for that before diving into any details. In the meantime, I decided to talk about some of the background...
  • Shawn Hargreaves Blog

    A big splash

    • 2 Comments
    It's been really exciting seeing all the news articles and blog discussion since we announced XNA Game Studio Express last week. Actually that's a lie. I went hiking in the Olympic Peninsula right after our announcement at GameFest. Many incredible...
  • Shawn Hargreaves Blog

    A toe in the water

    • 1 Comments
    Testing, testing... Is there anybody out there? So here I am with my shiny new blog. This exists because we recently announced my shiny new product, XNA Game Studio Express . I'm excited about this and ready to start talking about it now the...
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