In this chapter, we will not focus so much on the basics of the flow graph, but rather on the lesser known features and more complex applications of the system. At the beginner's level, flow graphs are generally created on an entity residing in the level. Then, entities usually existing in the level are used and connected using a set of component nodes. While these basic functionalities are great and already provide you with a lot of possibilities to script your gameplay, the true power of the flow graph only starts to show when working with dynamic EntityIDs, game tokens, and other advanced features.
Mastering CryENGINE
By :
Mastering CryENGINE
By:
Overview of this book
Table of Contents (17 chapters)
Mastering CryENGINE
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
Setting Up the Perfect Pipeline
Using the CryENGINE Input System – Keyboard, Mouse, and Game Controller
Building Complex Flow Graph Logic
Morphs and Bones – Creating a Facial Setup for Your Character
Mastering Sandbox
Utilizing Lua Script in CryENGINE
Animating Characters
Mastering the Smart Objects System
Eye Candy – Particles, Lens Flares, and More
Shipping the Build
Index
Customer Reviews