WindowsFormsDemo.rar [47.5kb] – XNA GSE 1.0 Refresh Project w/ Binaries
Only works with XNA GSE 1.0 Refresh, not in 2.0! See this post.
Here’s a sample demonstrating what I explained in an earlier blog post, but with quite a few updates and precisions.
Sick of lines like these in your Game Components? :
graphicsService = (IGraphicsDeviceService)Game.Services.GetService(typeof(IGraphicsDeviceService));
Well, me too. And since my efforts to bring it up in the XNA forums were a bit fruitless, I decided to give it a shot.
Here’s a pretty small snippet that will save you tons of typecasts and
Just enclose with your favourite namespace declaration.
EffectCompilingTool.rar [41.5kb] – XNA GSE 1.0 Refresh Project w/ Binaries
I love the content pipeline in XNA, but for effects, like the author of the XNA Effect Generator understood and mentioned already, it’s just not practical.
I liked the XNA Effect Generator too, but I wanted to implement my own effect framework so the generated classes were not what I was looking for either. Besides I had some problems with it (localization issues, dreaded french accents…). So I made a little tool that gets the Xbox 360 and Windows byte-code out of a shader in a convenient format and presentation.
Only works with XNA GSE 1.0 Refresh, not 2.0!
Update : See this post for a working sample!
Here’s something I had some difficulty doing “gracefully” with XNA : force a custom render device and user controls in the window while still using the Game framework. It’s quite easy to initialize XNA in a Managed DirectX fashion but you lose the links to the graphics device manager, the content pipeline and a lot of very useful (and well written) code behind the Game class.