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

Utilizing the Geom entities instead of brushes


In this recipe, we will show you how to place a Geom entity in your level for later use in the FlowGraph, which will be handled in a different recipe.

Getting ready

  • Before we begin, you must have Sandbox 3 open

  • Then open My_Level.cry

How to do it...

  1. From the RollupBar, click Geom Entity.

  2. Place down the default/box object.

  3. Right-click the box object and select Create Flow Graph.

  4. Name your FlowGraph My_Box_FG.

How it works...

Using the Geom entities instead of standard brushes is usually reserved for when a designer wishes to perform some game logic or functions on an object. Anything from FlowGraph Scripting to Trackview animations requires the use of entities and cannot manipulate brushes.

Geom entities are very basic entities that can be of any object type (.cgf, .cga, .chr), whereas brushes are usually reserved for static meshes (.cgf). Even though Geom entities have very few properties associated with them, they are still entities within the world...