Article: Using XNA Content pipeline extensions for localization. (Part 2)
by Roy Triesscheijn
Recap
So… last time we made our strings localizable and added-in a new content manager. Today we are going to make all our content localizable, but first we should revisit and refactor “yesterday’s code”.
After publishing part one and having a good week to think about part two, I found that some of my design choices, which seemed nice, where actually at bit cumbersome.
Also the xml parsing (in BABProcessor) wasn’t as robust as I wanted it to be because I forgot about localized formats for dates and numbers.
Fixing our xml loading is easy, so let’s first fix that!
Article: Using XNA Content pipeline extensions for localization.
by Roy Triesscheijn
Introduction
In this tutorial series I will show how to setup a simple Content Pipeline extension. At first it will be used to parse XML files containing text and their translations, in a part 2 we are going to extend our processor to also parse other xml files which contain data about localized textures and sounds. We extend XNA’s content manager to make use of all this extra data.
