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  • Re: Setting multiple content properties all at once in content manager.

    Haha, does Nike still say that? Been a while. : j Anyway, not problem just thought there might be some quick and interesting solution I could use in various ways later on.
    Posted to XNA Framework Content Pipeline (Forum) by Anti on 06/11/2009
  • Re: Setting multiple content properties all at once in content manager.

    I think I see what you're getting at but I'd still have to set all the files to "copy if newer". The ability to place files outside the content manager slipped my mind. I was thinking there was maybe some shortcut key like press [keyA + keyB] to select all the files inside the folder(s).
    Posted to XNA Framework Content Pipeline (Forum) by Anti on 05/11/2009
  • Re: Setting multiple content properties all at once in content manager.

    I'm not quite sure what you mean by adding them to a different project. Aside from that, I thought the only way to deploy something to the xbox was directly through the content project.
    Posted to XNA Framework Content Pipeline (Forum) by Anti on 05/11/2009
  • Setting multiple content properties all at once in content manager.

    This is a pretty trivial problem but considering how many times I've done it I have to ask. Is there a way to set multiple files to not compile and copy to the ouput folder at once? It'd be pretty simple if every file were in one folder but I have a lot of folders preventing me from just using shift and select which makes the process ...
    Posted to XNA Framework Content Pipeline (Forum) by Anti on 05/11/2009
  • Re: XACT Project file Content causing slow Build

    I still haven't quite narrowed it down but this seems to be the error. Building target "_CopyOutOfDateNestedContentItemsToOutputDirectory" partially, because some output files are out of date with respect to their input files. Somehow removing the project and readding it fixed the problem. I readded it as an existing link but ...
    Posted to XNA Framework Content Pipeline (Forum) by Anti on 05/11/2009
  • XACT Project file Content causing slow Build

    When using the content manager I noticed that building my project was incredibly slow. I couldn't put my finger on what it was until I noticed that the files extracted from the XACT project file were being extracted every single time I compiled my project regardless of any changes I made. Hence, the slow build. Is there something I can ...
    Posted to XNA Framework Content Pipeline (Forum) by Anti on 05/11/2009
  • Re: My Solution

    Okay it seems several things were slowing me down... A. Running in Debug Mode B. Collision Code needed tuning (I'm really not sure how much its helped though) C. Garbage Collection in Animation D. Constantly redrawing level using a vertex cache instead of storing data (I.E wasting CPU) This was only evident on the unnoticeably ...
    Posted to General (Forum) by Anti on 15/10/2009
  • Re: Splitting Workload by Multithreading?

    I have a ton of those... that's quite unfortunate. I believe that may be what I'm truly dealing with which helps a lot towards finding a solution. I'll update this post as soon as I get things running smoothly and see if that's indeed the case. I should probably change the title....
    Posted to General (Forum) by Anti on 15/10/2009
  • Re: Splitting Workload by Multithreading?

    You guys may be right. For some reason I pictured multithreading to work a lot better in my head it seems passing large functions are what its made for. I got a load of slowdown from a quick and dirt attempt at it which was probably my error but was enough to tell me its not a going to be a picnic to do. It still bothers me theres an extra core ...
    Posted to General (Forum) by Anti on 15/10/2009
  • Re: Splitting Workload by Multithreading?

    [quote user="mtnPhil"] Things that are a good fit for multithreading would be things that don't require much interaction with the rest of your game's data/logic.  That is, things that are self-contained.  If your character collisions tests use data that is changing at the same time (say collisions with other characters, ...
    Posted to General (Forum) by Anti on 14/10/2009
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