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  • Book Overview & Buying CryENGINE Game Programming with C++, C#, and Lua
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CryENGINE Game Programming with C++, C#, and Lua

CryENGINE Game Programming with C++, C#, and Lua

By : Filip Lundgren, Ruan Pearce-Authers
4.2 (6)
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CryENGINE Game Programming with C++, C#, and Lua

CryENGINE Game Programming with C++, C#, and Lua

4.2 (6)
By: Filip Lundgren, Ruan Pearce-Authers

Overview of this book

CryENGINE is a complete 3D game development solution that can run on multiple platforms. It is orientated around giving intuitive tools to the developer. A variety of interactive video games can be created using CryENGINE. CryENGINE is one of the most beginner-friendly engines out there to learn. If you are interested in diving into the various systems and understanding their workings in a way that is easily understood, then this book is for you. This book provides you with the knowledge to tame the powerful but hard-to-master CryENGINE. CryENGINE Game Programming with C++, C#, and Lua dives into the various systems and explains their workings in a way that can be easily understood by developers of all levels. It provides knowledge on the engine along with step-by-step exercises and detailed information on the backend implementation of the subsystems, giving you an excellent foundation to build upon when developing your own CryENGINE games. Written by developers with years of CryENGINE experience, this book breaks down the common confusion that encompasses the CryENGINE engine code, guiding you through a series of chapters aimed towards giving you the ability to create your own games in a rapid yet productive fashion. You will learn everything you need to know in order to create your own CryENGINE-powered games as well as detailed information on how to use the engine to your advantage. By teaching systems such as audio, particle effects, rendering, AI, networking, and more, we'll be exposing the most inner parts of CryENGINE that commonly confuse programmers. If you want to quickly gain the knowledge required to create your own CryENGINE game title, then this book is for you.
Table of Contents (14 chapters)
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13
Index

The CryENGINE folder structure

See the following table for an explanation of the CryENGINE folder structure:

Folder name

Description

Bin32

Contains all 32-bit executables and libraries used by the engine.

Bin64

Contains all 64-bit executables and libraries used by the engine.

Editor

Editor configuration folder, contains common editor helpers, styles, and more.

Engine

Used as a central folder for assets used by the engine itself, not any particular game.

Shaders and configuration files are stored here.

Game

Each game contains a game folder, which includes all its assets, scripts, levels, and so on.

Does not have to be named "Game", but is dependent on the value of the sys_game_folder console variable.

Localization

Contains localization assets such as localized sounds and text for each language.

PAK files

The engine ships with the CryPak module, allowing for the storage of game content files in compressed or uncompressed archives. The archives use the .pak file extension.

When game content is requested, the CryPak system will query through all found .pak files in order to find the file.

File query priority

The PAK system prioritizes the files found in the loose folder structure over those in PAK, except when the engine was compiled in RELEASE mode. When that is the case, the file stored in a PAK system is preferred over the loose one.

If the file exists in multiple .pak archives, the one with the most recent filesystem creation date is used.

Attaching the debugger

Visual Studio allows you to attach the Debugger to your application. This allows you to use functionalities such as breakpoints; letting you stop at a specific line in your C++ source code, and step through the program execution.

To start debugging, open CE Game Programming Sample.sln and press F5, or click on the green play icon on the Visual Studio toolbar. If a No debug symbols could be found for Editor.exe message box appears, simply click on OK.

What just happened?

The CryENGINE Sandbox editor should now have started, with the Visual Studio Debugger attached. We can now place breakpoints in code, and watch program execution pause when that specific line of code is executed.

CONTINUE READING
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Tech Concepts
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Programming languages
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