Game components

What is the idea behind the GameComponent class? Will it be used for input handling and audio handling, so you won't have to use the keyboard classes and audio classes, or only for graphics and graphics extensions?
[215 byte] By [DeCowboy] at [2008-3-5]
# 1
GameComponent is really just a kind of glue for packaging up

functionality in a way that can easily be consumed by other developers.

So it's mostly up to you guys what kind of components you want to

write! We certainly have a lot of ideas ourselves, and will be shipping

some as examples, but this is one of those areas where I'm expecting to

be surprised by many of the things people think to do with it!

Some components that we showed in the GameFest demo were a framerate

display, a title menu screen, a landscape renderer, and a free look

camera behavior.

ShawnHargreaves at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...
# 2

How about:

1) In-game console

2) Custom key-binder dialog, video options dialog, etc. All the normal options type stuff

3) Mouseover labels bound to meshes (useful for RPGs)

4) NPC conversation windows

4) More as soon as I think of them.

JimPerry at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...
# 3

Don't think of 'em, Jim, write them up! :-)

DavidWeller-MSFT at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...
# 4
Cmon, I'm still at work, only so much I can do!
JimPerry at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...
# 5

Jim Perry wrote:
Cmon, I'm still at work, only so much I can do!

hehe, I hear you there Jim. I can't wait until I go home tonight..

uhoh boss is heading my way ...

phetheratwork at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...