Archive for May, 2008

Scurvy.Media v0.7.2008.0525

  • Fixed the XBox support so that videos that play with the right colors.
  • There are now two different versions of the pipeline assembly (Scurvy.Media.Pipeline.dll). One for each platform. This is because the color information must be manipulated differently when compiling a video for the xbox.

known issue: compiling a video with compression will produce a distorted video. This issue is under investigation, and will ideally be fixed for the next release.

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New XNA Site Online

http://creators.xna.com

Now you can submit games (assuming you have a subscription) for the community to play.  Can’t wait to see what awesome games come of this.

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XNA Development on an iMac?

A bit of a misleading title to be sure :-P but I have a penchant for appreciating weird distributed setups.  I installed the windows RDP client on my wife’s new iMac, and am using it to connect to my laptop, which is then used to deploy XNA code to my xbox.

Hurray TCP/IP!

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Game State Management Designer

Ahh the power of tooling.  Could this be the beginnings of “Microsoft Visual Game Studio 2010: RAD Edition“? :-P

But seriously … I think there’s a lot that can be done on the tooling side.  For example, it wouldn’t be too far-fetched to imagine creating a custom UITypeEditor for your content pipeline processors that spin up an XNA Graphics Device and let you edit in real time resources like heightmaps, shaders, or maybe even let you preview model material changes in real-time.

Cool Stuff :-)

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Minor update checked in

checked in a few relatively minor items to the Scurvy.Media library:

  • Importer now throws an exception if the .avi file is readonly to avoid any confusion over why the import won’t work.
  • Video now has an “End” event that is raised when the video reaches the final frame.  This can be used in cases where you need to know when the video has come to an end (like an Intro video).
  • Improved the video streaming code to read fully into the byte array buffer.  Before, I was just calling .Read on the stream, which is not guaranteed to read the full amount requested.

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