Building a XNA-like content pipeline without XNA

February 2, 2013

One of the first thing you have to do when converting a project from XNA to something else (let say, SharpDX) is reinventing yourself a way to load assets.

XNA had a great content pipeline providing ways to import and process everything in Visual Studio during the build process, and that was one of the key points of the simplicity of XNA. When going through the DirectX way, I had to basically reproduce the same thing myself.

There are some alternatives though. Some guys have implemented a content pipeline for Mono for example, but I wanted to do it myself as I’m not using Mono anyway. If you want to do the same thing, you might want to take a shortcut to load models, and that shortcut is AssimpNet. It’s a wrapper for a library specialized in loading 3d models. The next step is just to process the data from Assimp’s format to your own.

You might get it right:


Or wrong …


But still, it’s worth a try.


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