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

Time for action - creating your own skinned character


In this example, we will create our own skinned character asset that we will rig to the default skeleton. We will then export and test this within the Sandbox Character Editor.

  1. Locate the .max file named SDK_Agent.max stored under objects\Characters\agent\ in the downloaded example files.

  2. Open the scene.

    The assembly on the left-hand side of the following screenshot is the Live Deforming Skeleton. It is, at its core, a 3ds Max Biped system with some extensions added. The deforming skeleton is the typical starting point for all characters as it is responsible for many tasks. Let's see some of its tasks:

    • It deforms the render meshes of the character based on the skinning information.

    • The actual geometry of the bones in this skeleton will be used for the hit detection and physics for an active or alive character.

    • Materials applied to the deforming skeleton are also used for hit detection, and can be used to apply physical impulses or to read...