Mastering CryENGINE.

CryENGINE is one of the most powerful real-time 3D engines available today. Used in blockbuster games like FarCry, Crysis, and Ryse, its rendering and real-time capabilities are unmatched. The CryENGINE SDK toolkit can be used to build any type of game, from first-person shooters to strategy games a...

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Bibliographic Details
Main Author: Gundlach, Sascha
Format: eBook
Language:English
Published: Packt Publishing, 2014.
Series:Community experience distilled.
Subjects:
Online Access:Click for online access
Table of Contents:
  • Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Setting Up the Perfect Pipeline; What is a production pipeline?; Importance of a strong pipeline; Version control for CryENGINE projects; What version control does for you; Production without version control; Working from a shared folder; Selecting a VCS for CryENGINE projects; Setting up version control for CryENGINE; Sandbox; Identifying CryENGINE project files to be excluded from version control; Automated builds and build scripts; Creating nightly builds.
  • Setting up a build serverOperating system; What the build scripts should do; Creating your custom build script; Writing your own script; Wrapping it up; Scheduling automated builds; Automated performance tests; Using level statistics to profile the performance of a level; Build integration; Integrating a new version of CryENGINE; Engine depot; Project branch; Integration; Quality assurance processes; QA pipeline in larger scale teams; QA pipeline in smaller teams; Working without a QA pipeline; Understanding issue tracking in CryENGINE; Summary.
  • Chapter 2: Using the CryENGINE Input System
  • Keyboard, Mouse, and Game ControllerThe CryENGINE input system; A layer of abstraction; Input event system; Game actions; Action Maps; Multiple Action Maps; Creating a new Action; Setting up an Action event; Adding an Action mapping; Reacting to Action events; Action events in code; Action events in FlowGraph; Filtering Actions; Creating Action Filters; Using Action Filters; Reacting to Input events; Code; FlowGraph; User profiles; Modifying user profiles; DLCs and patches; Input event names reference; Keyboard; Mouse; XBox 360 controller.
  • PS3 controllerSummary; Chapter 3: Building Complex Flow Graph Logic; Who uses the flow graph system?; A more complex application of the flow graph; Revisiting the basics of flow graphs; Types of nodes; Entity nodes; Component nodes; Flow graph data format and storage; The entity nodes with dynamic targets; What happens if we input the wrong EntityId?; A more complex application of dynamic EntityIds; Let's take a shortcut; Q
  • node quick search; F/G
  • link highlighting; Ctrl + Shift + V
  • paste nodes with links; Embedding the flow graphs; GameTokens; The GameToken libraries.
  • Reacting to a game token changing its stateThe GraphTokens variable; Accessing the Lua functionality; Creating nodes in C++ and Lua; Adding ports to an entity flow graph node; Creating flow graph nodes using Lua script; Creating flow graph nodes using C++; Summary; Chapter 4: Morphs and Bones
  • Creating a Facial Setup for Your Character; Creating a facial setup for a character; Exporting the character's head; Using facial expression libraries; Creating a new facial expression library; Mapping the library; Creating expressions; Facial animation; Creating facial sequences.