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

Setting up a project structure


The sound system is composed of several projects. Each project is a well-defined set of sound events. These events can be structured into event groups and independently added to a category. A project must first be exported for it to be loaded into the event system, and only then can one of its events be played. The build project step generates an event datafile and several wavebanks.

Note

CryENGINE does not allow for nested project folders (for example, folder1/folder2/fmodproject.fdp), so you must always use one folder per project to avoid project files not being recognized in the CryENGINE.

Event grouping

An event group holds several sound events. The workflow for a designer is straightforward as he/she organizes similar events into a group. The programmer can then preload all sound data of a specific group or free the data of a group if its events are no longer needed for saving valuable memory.

Using categories

A category is part of a hierarchical structure,...