Posts Tagged content pipeline

Event-driven audio

One of the older items on my to-do list was to give my sound designer a way to change the game’s audio without having to recompile the game in Visual Studio and start it up. Based on some of the improvements I made recently, I was finally able to knock that item off my to-do list.

Below, you can see a short annotated video walkthrough where I demonstrate the technique and show how it integrates with XACT.


There are a few key pieces necessary for this to work.

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Content Pipeline integration and deployment

During this past week, one of the problems I tackled was finding a way to deploy builds of my game. When dealing with deployment, an important principle is that the process should be as close to a single click as possible – a complex deployment process discourages you from getting customer feedback, and increases the likelihood that you’ll make a mistake and end up with a failed deployment, which wastes valuable time.

For most of my previous projects, I’ve tended to take either a hands-on approach to deployment, or a completely hands-off one, either building an installer by hand using tools like NSIS, or deploying the project as a ZIP file full of binaries and expecting the end user to install the necessary dependencies and figure out how to get the program running. Neither extreme is ideal, really (though hands-off deployment can be amazing if you manage to set things up such that all the end user has to do is run your game – no install necessary).

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