Welcome to MSDN Blogs Sign in | Join | Help

June 2007 - Posts

How to tell if your Xbox garbage collection is too slow

I noticed several threads about garbage collection on forums.xna.com this week. Is it just me or is everyone suddenly starting to worry about performance as they approach the end of the DreamBuildPlay competition? The crucial first step in any performance

Embedding content as resources

Reusable XNA components often contain content as well as code. For instance the bloom sample on the creators.xna.com site uses several custom effects, and the framerate component I described in my previous post needs a font to display the output. If you

Displaying the framerate

I was about to write a different article, but then I thought about what would make a good example for my planned topic, and decided a framerate component would be a perfect testbed for it. So before I get started on my next real subject, I'm going to

Loading content from zip archives

Nick Gravelyn has posted some code for embedding XNA content in zip archives . Not only does this provide compression for your asset data, but it also reduces clutter, replacing many .xnb files with a single .zip. He uses a custom MSBuild task (in a similar

Wildcard content using MSBuild

One of my favorite things about the C# project system in Visual Studio is the way it is implemented on top of MSBuild . Visual Studio provides a nice user interface for editing your project, but when you hit F5 it just calls through into MSBuild to do

Loading content from subfolders

A common pattern in XNA games is to nest a "Content" folder inside the main game project, to keep things organized. We do this in all the samples available on the creators.xna.com site, for instance. When you come to load a piece of content, you have
 
Page view tracker