Book Image

Mastering CryENGINE

By : Michelle Martin
Book Image

Mastering CryENGINE

By: Michelle Martin

Overview of this book

Table of Contents (17 chapters)
Mastering CryENGINE
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Summary


This chapter focused on the input system of CryENGINE. It detailed which input devices are currently supported and which part of the engine handles the communication with their hardware and drivers.

You learned about the different layers of abstraction, the input event system, about the Game Action system offer, and how this abstraction can benefit you in the development of your game.

With the code and FlowGraph examples in this chapter, you will be able to create your own game mechanics that react to Action and input events, as well as set up debugging keys that can boost your production speed.

The next chapter will introduce you to the some advanced features of the FlowGraph system, such as graph tokens and nested FlowGraphs.