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Microsoft® XNA™ Unleashed: Graphics and Game Programming for Xbox 360 and Windows by Chad Carter

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Chapter 8. Extending the Content Pipeline

IN THIS CHAPTER

We have learned how to use the Content Pipeline out of the box. We have seen how easy it is to load our objects and consume them inside of our game code. Sometimes, though, we need more. Sometimes we need to load in content that is custom to our game engine or content that we care about that others do not. We might just need to get a little more data about an object than the default processors obtain. In any and all of these cases we need to extend the Content Pipeline to be able to access our content at runtime with ease. Running everything through the Content Pipeline makes our resources accessible on the Xbox 360 ...

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