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

Preface

With the overall complexity involved in creating games becoming exceedingly difficult and expensive with every successive console generation, many game developers have turned to middleware engines, such as the CryENGINE, that offer a complete pipeline for the game development process. CryENGINE is a perfect fit for most developers as it allows users to create their content quickly and easily and thus, allow games to meet and exceed current generation quality standards and still be created by fewer and fewer people.

As CryENGINE 3 is globally recognized as one of the world's most powerful real-time middleware development platforms, with this book we will deliver the best of what the engine has to offer. Through the use of CryENGINE's intuitive and powerful toolset, named Sandbox, designers, artists, animators, and even programmers will be treated to real-time creation and iteration tools for bringing their visions to life.

What this book covers

Chapter 1, Getting Started, helps you set up the entire CryENGINE 3 Software Development Kit, which can be a difficult task. This chapter will guide you through the stages in setting up the required folder structure and how to set up your layout for the Sandbox Editor.

Chapter 2, Sandbox Basics, helps you to learn the basic and most commonly used features provided by Sandbox.

Chapter 3, Basic Level Layout, helps you create your first Level Layout within the Sandbox Editor and learn some of the more advanced techniques used by designers for object placement and manipulation.

Chapter 4, Environment Creation, utilizes the CryENGINE 3 rendering tools to create photorealistic environments.

Chapter 5, Basic Artificial Intelligence, helps you learn the basics of how to the use AI to navigate in your levels.

Chapter 6, Asset Creation, helps you learn the pipeline of asset creation and export your 3D models to the CryENGINE format.

Chapter 7, Characters and Animation, describes how to create new characters to be used in the engine along with your own custom animations.

Chapter 8, Creating Vehicles, describes how to create a new vehicle from scratch and set up the entity code required so your players can drive.

Chapter 9, Game Logic, helps you to get started with the highly versatile Flow Graph Editor and create many useful scripts used in the level.

Chapter 10, Track View and Cut-Scenes, helps you to learn how to create your own cinematic cut-scenes within CryENGINE.

Chapter 11, Fun Physics, describes how to set up some enjoyable physics contraptions using CryENGINE 3's physics system.

Chapter 12, Profiling and Improving Performance, helps you to learn the tools behind profiling your levels and discover the best methods for improving performance.

What you need for this book

The Software Development Kit version of the CryENGINE is used for all examples in this book, thus, the reader should have a version of the development kit to be able to follow the recipes contained in this book.

Who this book is for

This book is written with the casual and professional developer in mind. With that said, it is important that the readers have some fundamental knowledge of some Digital Content Creation Tools, such as Photoshop and 3d Studio Max. Though not a fundamental requirement, having some basic knowledge of real-time graphics software and, consequently, the terminology used will make the goal of these recipes more clear.

Conventions

In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning.

Code words in text are shown as follows: "The level must also be inside of your Build folder."

A block of code is set as follows:

<DamageMultipliers>
  <DamageMultiplier damageType="bullet" multiplier="0.125"/>
  <DamageMultiplier damageType="collision" multiplier="1"/>
</DamageMultipliers>

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

<DamageMultipliers>
  <DamageMultiplier damageType="bullet" multiplier="0.125"/>
  <DamageMultiplier damageType="collision" multiplier="1"/>
</DamageMultipliers>

New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes for example, appear in the text like this: "To open an existing level, we need to access the File menu."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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Downloading the example code and colored graphics for this book

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