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

Activating and deactivating the layers


In this recipe, we will explore the use of an important flow graph node that allows designers to stream in and out entire layers of objects.

Getting ready

The requirements for each level will be different and thus to begin, you should have a populated level open that has entities split between different layers.

How to do it...

In this example, we will use the layer activation and de-activation to show all the contents required for a particular game play section. Typically, when creating levels, they are split into unique sections called action bubbles. It is common practice to hide layers that contain action bubbles not being played. It is possible to activate and deactivate all entities in a specific layer by using the Engine: LayerSwitch flownode.

Note

Even brushes and solids can be hidden/unhidden using this node.

  1. Create a new flow graph and add the Engine: LayerSwitch flownode to the graph.

  2. Next, double-click in the layer property. This will present you...