For content pipeline, let's continue

Source: Internet
Author: User

The title is ambiguous. The purpose of the study is to let us say goodbye to this self-righteous content pipeline design.

OK, I know we have studied jailbreak loading the effect file. We have resolved a TTF font, and there are three pasters available for us to choose. We have completed the model Paster animation in mdx format.

TTF is a good solution.

Let's look back at it. We can use TTF to elegantly solve it. If you want to make a Chinese game where a user will input any character, you also need to use more than four types of texts of different sizes, you don't like spritefont.

Load effect directly. The first day we came into contact with xNa, we cracked this.

But about mdx

Although we have done it, it is too bad to use MDX as the model format. In addition, this MDX is designed to be edited. for mobile phones, it is a waste of power. How can we get the MDX format? That's complicated.

 

fbx is a good method. What else can we say when Autodesk promotes this format? We have never been an open-source scholar. We have followed Microsoft. What else can we say.

however, the use of fbx in the content pipeline has become a nightmare. The key to our creativity is user sharing. The pre-compilation mechanism of content makes it messy, and all the runtime shares become incredible. I have used fbx SDK before. If you need a word to describe it, fine. However, C # is very easy to decompile. I have done some before. I know that fbximporter is also the fbxsdk called, if some Code can help us, we can use C # to complete all the work. Once you start to work with C #, you will begin to hate C ++. Believe me, leave C ++ to those geniuses who like bad memory bugs, let's do what we want to do.

I must say that reverse engineering is very helpful. I quickly figured out what fbximporter was doing. That's great. You can understand that fbximporter is a C # encapsulated fbxsdk.

modelprocesser processes it into easy-to-render forms for convenient storage, which does not need to be bothered at all. fbximporter is enough. We can use it to create tools.

Read fbx and convert it to your own format. Use DOTNET framework profile to describe the format, so that we can read and write our own format on WP7, the following is a small tool that prints content in fbx in a structure.

the code is as follows

curnode is everything in this scenario. Yes, fbx stores a scenario and requires re-editing of our tools. The content pipeline cannot do this.

If You Need skeleton animation, Microsoft also provides a considerate meshhelper, which is awesome. I will complete this on the National Day, fbx Conversion Tool.

there are a bunch of things in meshhelper. I am not interested in exploring them now.

the text is not written for a long time. After all, few people will see it here...

^ _ ^

This tool will be a part of the engine. I have made some clear designs for the engine and will come up with an interesting demo at the end of the year.

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