2D Content Processing Code
Posted by: Russell Klenk in Content Processing, Software Development, XNAToday I’m releasing some code for processing 2D content into a form that can be efficiently rendered at runtime using XNA (or some other system). The solution file contains two projects, ContentPipeline2D and ContentRuntime2D. The solution and project files are designed for use with Visual Studio 2005 Professional and XNA Game Studio 2.0.
The assembly XNATools.ContentPipeline2D is an XNA Content Pipeline Extension Library that contains code for converting a FLIC document into a contact sheet and sprite definition, efficiently packing many smaller images into a larger contact sheet image, and generating normal maps from 2D heightmap images.
The assembly XNATools.ContentRuntime2D contains the XNA ContentTypeReader implementations to read the content types output by the content processors. The primary item of interest is the SpriteSet class, which represents the set of one or more sprites defined on a single contact sheet texture.
After the Superbowl I’ll be posting some tools that can load and edit contact sheets as well as rendering 3D models into sprite image sequences. Both tools output data into formats that can be consumed by the content processors.
This code is all released into the public domain. Do with it what you will. This software is provided ‘as-is’, without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Get the code here.

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