Neoforce:Tutorials:Creating a simple project

Creating a new project Once you have installed Neoforce Controls, the next step is to create an empty XNA project. Of course, Neoforce does not require FlatRedBall, but we will be using FlatRedBall in this tutorial. For more information on how to get FlatRedBall set up, check out the FlatRedBall Tutorials. To create a new[…]

FlatRedBallXna:Tutorials:Neoforce Controls

Introduction Neoforce Controls is a library written in C# which can be used to create powerful, flexible GUI systems in your XNA game. According to their website: The main goal is to bring friendly user interface to your games, so you can focus on the game content itself. Flexible skinning format allows you to customize[…]

FlatRedBallXna:Tutorials:CLR Profiler

Introduction The CLR Profiler (CLR meaning Common Language Runtime) is a program created by Microsoft which gives detailed information about memory allocation and method calls. It is an invaluable tool for identifying areas of code which allocate too much memory. The CLR Profiler can give you information about where your project is allocating memory, which[…]

Rendering FlatRedBall Sprites with Custom Shaders

Introduction Sprite appearance can be modified through a number of properties including Texture, ColorOperation, and BlendOperation. Full rendering control can be achieved by using custom shaders, applied through an IDrawableBatch. This guide covers how to render a Sprite using a custom IDrawableBatch.  Adding files to Glue Before writing any code, we’ll add a few files to our project. This requires[…]

Using the FlatRedBall XNA Content Pipeline

Introduction The FlatRedBall.Content.dll library provides the functionality for converting various FlatRedBall file types to .xnb files which can be loaded at runtime. Step by step The following steps cover how to add a .scnx file to your project, load it from XNB at run time, then add the instance to the engine for management. Keep[…]

FlatRedBallXna:Tutorials:Custom Files and Content Pipeline:Creating a Reader

Introduction The ContentReader is essentially a class that mirror’s the ContentWriter. It reads from the XNB file (binary file) and uses the data to create a Save class. This Save class can then be used to create a runtime instance using the To<RuntimeType> method. FlatRedBall provides an ObjectReader class which simplifies the reading of a[…]

FlatRedBallXna:Tutorials:Custom Files and Content Pipeline:Creating a Writer

Introduction The ContentWriter is the last step in the build-time content pipeline. The ContentWriter is responsible for taking the processed content object (usually a “SaveContent” object) and creating a XNB file. The XNB extension specifies that the contained data has been processed by the content pipeline and is to be loaded using a reader (the[…]

FlatRedBallXna:Tutorials:Custom Files and Content Pipeline:Creating a Processor

Introduction The Processor is the second of four content pipeline classes. The Processor is responsible for creating the ExternalReferences. Processors can also perform other tasks and even take arguments from the user, but this tutorial will not this advanced behavior. Creating a Processor The following sections outline the steps for creating a Processor which we’ll[…]