Is it possible to separate the Content pipeline from the main Graphics core and have it’s own assembly if it will not break anything of course
IMO content loaders should not be included from the main Rendering pipeline as from time to time it needs update and additional features from the Content managers, while other developers don’t need some of it’s features and only use MonoGame as their primary Rendering engine and wrote their own loaders for their Game engine.
I even wrote my own Obj file loaders that automatically loads every groups diffuse, ambient and bump texture materials and load every images and text files without using the Content pipeline I’m also planning to wrote MS3D(MilkShape) loaders as my primary Animated Mesh from scratch but I don’t want to touch or review how the content pipleline works as I roll my own.
Specially on Android device the whole MonoGame.Framework.dll is loaded into memory while I don’t need it’s other features. I’m just wondering what is the size of MonoGame.Framework.dll without the Content pipeline half the size maybe ?
Add the assembly as needed something like below
Make MonoGame light and powerfull rendering engine across devices, but of course if others wanted to use the default content loaders they just add the assembly. I want MonoGame to stay as a powerull rendering engine and not a Game engine; Game engine most likely becomes bloated and slow… just like : - D