#monogame #xna #xml #sample

SimonDarksideJ 0804b5d1a7 Patch for 3.8.1 1 year ago
.config 0804b5d1a7 Patch for 3.8.1 1 year ago
Content a451222f2a Fixed DX rendering issue. Changed VertexFormat in shader and ParticleVertex.cs 8 years ago
ParticleSystem 79559532c8 Initial commit. Particle shader has issues with DX/SM4 8 years ago
Platforms 0804b5d1a7 Patch for 3.8.1 1 year ago
XMLContentLoadingSample a451222f2a Fixed DX rendering issue. Changed VertexFormat in shader and ParticleVertex.cs 8 years ago
.gitattributes 79559532c8 Initial commit. Particle shader has issues with DX/SM4 8 years ago
.gitignore 79559532c8 Initial commit. Particle shader has issues with DX/SM4 8 years ago
LICENSE 7776b90727 Initial commit 8 years ago
README.md 34ba179f6d Update README.md 5 years ago
XMLContentLoadingSample.sln 661e0d54c4 Base sample created. 8 years ago

README.md

Authoring Particle Systems Using XML and the Content Pipeline

Description

This tutorial teaches you how to extend the Particles 3D sample so the particle systems are defined by XML files loaded with the Content Pipeline.

Sample Overview

In the original version of the sample, each particle system was defined by using a separate class that derived from the abstract ParticleSystem base class, and overloaded the InitializeSettings method to specify how the particle system should be displayed. That meant you had to create a new class any time you wanted to add a new type of particle, and had to recompile your game any time you modified one of these classes to alter the particle behavior. Using external XML files allows you to create and tweak any number of different particle systems without needing to change the main game executable.

All content and source code downloaded from this page are bound to the Microsoft Permissive License (Ms-PL).