Book Image

CryENGINE 3 Game Development: Beginner's Guide

Book Image

CryENGINE 3 Game Development: Beginner's Guide

Overview of this book

CryENGINE is a complete game development environment used by AAA game development studio Crytek to produce blockbuster games such as Crysis 1, 2 and 3. This complete Beginner's Guide takes the would be game developer through the steps required to create a game world complete with event scripting, user interface and 3D environment in the free CryENGINE SDK. Learn to create game worlds with the CryENGINE 3 Sandbox, the tool used to create AAA games like the soon to be released Crysis 3. Follow straightforward examples to sculpt the terrain, place vegetation, set up lighting, create game sounds, script with Lua and code with C++. Learn to navigate the interface within the CryENGINE 3 Sandbox, the tool used to create AAA games like Crysis 1 and 2, as well as the soon to be released Crysis 3. Learn to create your own worlds by following straight forward examples to sculpt the terrain, place vegetation, set up lighting, create game sounds, and script with the Lua language. The book covers all beginner aspects of game development including an introduction to C++ for non- coders.
Table of Contents (18 chapters)
CryENGINE 3 Game Development Beginner's Guide
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Summary


Well here we are, we've done it. We've created our own content with CryENGINE and have distributed it online. We saw a good deal of profiling and performance monitoring tools in this chapter, and now have the ability to improve our player's experience and spot potential performance issues. We have also created a project on the CryDev site and can now add more projects, as we go beyond this book and experiment with the various tools we've learned!

The theme throughout this book has been one of learning through experimentation, and because CryENGINE has been around for quite some time now, it contains a huge repertoire of tools to create anywhere from a AAA experience to a casual game. As the cliché goes, "practice makes perfect", and truly, the practice and knowledge of the tools available within your games technology is what separates those big AAA developments from the smaller, hobbyist developers. Should you want to build a project, start with what you enjoy doing! This book has...