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Note: The actual title of my question does not really reflect my problem but is actually one of the possible solutions to my problem. I couldn't find a proper way to express my question so feel free to propose a different title.

So I've recently moved to XNA 4.0 and I'm new to this whole content project idea. I made a simple component based "engine" as a game library that I reuse over all my projects.

I implemented some basic debugging tools like a frame rate counter which used a SpriteFont, which was stored within the actual engine library.

Now that all the content was moved out of the library with XNA 4.0, I don't know where to put the SpriteFont and all other content used by the engine.

I'd rather avoid having to include both the content project and the engine library every time I start a new program, but is this my only option?

Or is there a way to include content within a library without resorting to content projects?

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To be honest, I believe that you shouldn't have your engine anywhere near your game project. You should keep both seperate, making your engine a class library that is referenced by your game engine. At worst you should add your game library as a reference, never copy the entire source & content into each game. –  Jonathan Connell Jul 7 '11 at 7:59
    
Oh that's what it is. I just add the project to my solution and reference it. I just wanted to know if I had to add a content project in the process too. –  Jesse Emond Jul 7 '11 at 12:02
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1 Answer 1

up vote 2 down vote accepted

I think adding the solution to each new project is the best and easiest way to accomplish what you want.

You can open two projects up at once, and drag the solution from one to another, it takes seconds, and it stays very organized.

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Alright, I guess it's not a big problem after all... I just panicked when I noticed my debug content couldn't load anymore and I was a little bit lost. Thank you for your answer (and the open two projects trick, didn't know about that). –  Jesse Emond Jul 7 '11 at 1:57
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