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August 2006 - Posts

The way is shut

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 stop wasting

Diving deeper

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); //

Splashing around on the surface

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

Canals, rivers, and the drinking water supply

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, but not

A dribble of background assumptions

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

A big splash

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 trees

A toe in the water

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 product has
 
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