Book Image

CryENGINE 3 Cookbook

By : Dan Tracy, Sean P Tracy (USD)
Book Image

CryENGINE 3 Cookbook

By: Dan Tracy, Sean P Tracy (USD)

Overview of this book

With every successive console generation, the cost, time, and complexity of developing games has grown. Meet CryENGINE3, a middleware engine that is the perfect fit for most developers allowing users to exceed current generation quality standards while using less people and time than ever thought possible.The CryENGINE3 CookBook is packed full of recipes for junior and senior developers alike. It covers everything from creating photo realistic architectural visualizations to implementing advanced physics such as ragdoll and tornado effects. Topics covered include the sandbox, level layout, environment creation, AI, character creation, creating vehicles, and game logic. Every recipe is designed to add AAA quality to your games. The CryENGINE3 SDK has many tools immediately available to developers of all disciplines. For designers the book has recipes for building up your own levels and populating your levels with intelligent AI and photo realistic assets. For artists we have recipes for practical workflow tools and techniques used when working with the advanced CryENGINE shaders and materials. For animators we have recipes that will bring your creations to life using skinned characters and advanced animation systems like locomotion groups. Finally for programmers we have recipes that show how to employ the core mechanics behind entities such as vehicles and weapons while also utilizing the strengths of the physics engine to create a unique and exciting game.
Table of Contents (18 chapters)
CryENGINE 3 Cookbook
Credits
About the Authors
www.PacktPub.com
Preface
Index

Using track events


This recipe will take you through setting up and using track events in the Track View editor.

A track event is a one-way signal that will allow you to branch Flow Graph logic from a Track View sequence.

Each sequence may define any arbitrary number of track events, which can be called at any time from a Track Event node. Each event may also carry with it a string value assigned to the key in the Track View editor. When a track event is triggered from the sequence, its corresponding output port in a special Flow Graph node is activated, allowing you to branch Flow Graph logic very easily.

Getting ready

For this recipe, we will add some track events to the Track View sequence created in the first and second recipes of this chapter. These two recipes must be already created to go forward.

You should have the cut-scene my_first_cutscene open in the Track View and your view set to that of the camera.

How to do it...

First we must define some track events (track events may be defined...