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

Creating and exporting static objects


Static geometry is used for various objects in the environment that do not have any special properties assigned to them. Some obvious examples could be walls, some structural components of levels, and other natural objects like large rocks.

Most of these would be considered static geometry because, typically, these objects would not need to have any advanced object setup to work.

In this recipe, we will make a typical wooden prop. As this tutorial is meant to show the process of exporting a basic mesh, it is not essential that you create an identical asset to the one created in this recipe.

Getting ready

This tutorial assumes that users understand the basics of 3ds Max, such as the user interface and the creation of simple geometry. It also assumes that the user can place objects into a level using the Sandbox Editor.

Note

All directories containing objects must be placed under the root game folder in the Game\Objects folder. Objects placed outside of the...