Allows video playback using the XNA Framework. Includes support for Windows and XBox 360 platforms.
More info to come soon including a
, documentation on usage (some simple usage info below), and discussion about the
1. get the latest version:
2. Add a Scurvy.Media.Pipeline reference to the project's nested content project
3. Add a reference from your game, to Scurvy.Media.dll
4. Add your .avi video to your XNA Game Studio 3.0 project, it should default to the scurvy media importer and processor.
In your game, declare a new VideoContentManager
, and load your video using that:
ContentManager content = new VideoContentManager(Services);
Video vid = content.Load<Video>("myVideo");
vid.Loop = true; //or false
6. Call the video's update method in the game's update method:
7. In the game's render method, render the video's current texture using whatever means you choose. This example will let you render it using a sprite batch:
batch.Draw(vid.CurrentTexture, new Vector2(10, 10), Color.White);
CodeCube.NET News Feed
As promised, here are the presentation files from the ONETUG presentation the other night.
The .zip contains both the powerpoint slides that I used in the presentation, and the two sample projects I developed during the presentation.
This sample shows some basic 2D techniques for dealing with sprites on the screen.
Simple velocity calculations for locomotion (Position [...]
well, it was a long time coming … my apologies to those who were waiting for this but I finally got around to releasing a version of Scurvy.Media that was compiled against XNA 3.0
You can find the latest download here: http://www.codeplex.com/ScurvyMedia
There aren’t any new features … the reason this got caught up in the [...]
More often than not, I hear about people who think so low of their ability to keep new years resolutions, that they refuse to make them. However, I think that a periodic reflection of your life, your goals, and your priorities is important. And
thus, I will be making my list, and checking it twice [...]
Heh, I seemed to have not realized that I didn’t include any usage information on the LateBinder in the last post. So here is the how and why you’d want to use this class.
Say you have a need to dynamically get or set the property of some class using the string name of the property. [...]
A long time ago, I posted a class called LateBinder to this site (the previous blog software). I went on to use it rather prodigiously at work, and it also turned out to be a boon to others who visited this site (for example, Victor of FlatRedBall fame).
Unfortunately, it did [...]
Isn’t it annoying how an IEnumerable<SomeClassThatImplementsISomeInterface>, is not castable to IEnumerable<ISomeInterface> ? The reasoning for this makes sense once you get into it … because of generics, those two are functionally
So, I made a handy-dandy extension method that does the job for me (at the cost of a few more allocations on the [...]
Thanks to the wonderful waybackmachine, I was able to dig up an old article of mine from the old blog software that I hadn’t seen for a long time. Figured I’d post it up for posterity … plus, you never know if a service like archive.org
is going to be around forever:
One of these days, [...]
Hit me up if you’re attending
Like, right now … their service fantastic, and it should be merged into the zune website and software. Microsoft could use Pandora’s music genome project as their recommendation engine so that our channels could be updated once a day or
more instead of just once a week.
Well, what are you waiting for Microsoft?
I received a question about the Scurvy.Media library, and I figured I’d share my response in case it’s useful to anyone else
We are currently doing a project in XNA and are trying to inventory the abilities to play video in game. We found the scurvy media project to be the one that [...]
If you happened to catch the presentation I gave at ONETUG last month, you’d know that one of the main points of that presentation was constantly learning and developing your own skills by doing personal projects on the side using XNA. I was
pleasantly surprised when I opened up the latest GameDeveloper magazine and found [...]
Just to give them some googlejuice, I wanted to link to the new programming community site StackOverflow.com. From their vision statement:
Stackoverflow is sort of like the anti-experts-exchange (minus the nausea-inducing sleaze and quasi-legal search engine gaming) meets wikipedia meets programming reddit. It is by programmers, for programmers, with the ultimate intent of collectively increasing
Wow, I finally came across a good reason to rethrow exceptions using the “throw ex” syntax instead of just “throw”. For those of you who don’t know, when you have a try/catch block, you have the option of rethrowing the
exception so that it may be handled further up the call stack. The most common [...]
It’s by no means rocket surgery, but I recently cleared out an older laptop so that I can do all my XNA development there instead of taking up my other computer’s hard-drive. So I figured I’d post the all of the apps that I installed
and the install order in case it was useful to [...]
Apologies for the delay, but I finally got around to packaging up the presentation that I did in my ONETUG presentation in august. For those who were not in attendance, the entire presentation was written in XNA. I also ended up using the FlatRedBall
engine to handle a lot of the rendering and collision.
I originally [...]
This technique kept being useful in my day to day work over the past few years. I always have to end up explaining it after a bit of confusion from colleagues who don’t understand it when they see it. So I figured I’d post an explanation
that I can refer back to the next time [...]
I recently acquired a Zune and I wanted to write about my experiences with it. Disclaimer: I got the Zune using the "MVP Bucks" that I received from my recent MVP Award. While I may have gotten this essentially for free, this is not a
paid review and reflects only my experiences with the product [...]
I just wanted to post a little reminder about my ONETUG presentation this Thursday at 7pm.
Software development is about constantly learning, and developing your skills. Each new technique, or novel solution to a problem improves your overall effectiveness and value as a software developer/engineer.
XNA Game Studio can help you experience those new techniques and solutions [...]
Game development is by its nature a visual thing. Unit testing is code that tests other code … and code is by its nature a non-visual exercise. Ever since XNA launched, a recurring thread I’ve often seen is how to best apply unit testing methodology.
Particularly when much of the code-base requires things that wouldn’t [...]
Nick Gravelyn posted an awesome set of guidelines for XNA community games. Anyone that is serious about making a nicely polished games should print out that list and make sure their game is up to snuff:
CodeCube.NET News Feed