Introduction

The Content Pipeline is the official way to handle assets in MonoGame. However, there has long been a significant group of developers in the community who dislike it and prefer to load assets in their "raw" form. This approach is especially popular in the FNA community (another XNA 4 implementation) — almost everyone there uses it.

I’ve also been part of this "party" for a long time, and in this article I’ll explain why.

First, let’s go over the real advantages of the Content Pipeline, then its main drawback, and finally — what practical alternatives exist.

Advantages of the Content Pipeline