Tuesday, June 10, 2008

XNA Engine and ContentBuilder

Back in the days of XNA 1.0 I made a class to help me load content at runtime. The approach taken was to use the MSBuild engine to construct a Microsoft.Build.BuildEngine.Project containing all the content items and use it to build them. At the time, it was pretty cool. Then, along came XNA 2.0 and the ContentProcessorContext.BuildAsset() method, which made my ContentBuilder class totally useless. Or so I thought.

Fast forward to present and I'm attempting to build some sort of an XNA engine. I'd really like to be able to use an external tool (eg 3DS Max or Blender or a custom scene editor) to kick off the content build and then run the game directly (no VS builds!). And guess what... my existing ContentBuilder class is perfect for the task! At least, in my head it works beautifully.

Oh, and the engine features (some planned, some existing) are:
- Use JigLibX physics
- Use GraphiXNA rendering library
- Use XNAnimation library
- 3ds Max scene exporter
- C# scripts for controlling scene nodes (and other stuff)
- Editor for building the world and authoring scripts

Let me know if you have any feature suggestions or if your interested in checking it out once it's done.

Wednesday, February 14, 2007



Check it out!!! Coffee Jar Slide, live at Mojos... the debut CD launch. Thanks to everyone that came down.

Sunday, December 10, 2006

Just a little reminder to myself to check out this 3DSMax9 exporter for XNA... looks good

http://www.mindcontrol.org/~hplus/graphics/kwxport.html

Monday, September 18, 2006

Well, if you can forgive me for stating the obvious, I now have a blog.

I don't know how it happened. It wasn't that I really wanted one, I just went to post on hollywoodkidz and what do you know... BAM!, and I'm blogging.

At least now there is something here. Don't get yer hopes up about too much more.