Book Image

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

Book Image

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

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 (19 chapters)
CryENGINE Game Programming with C++, C#, and Lua
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Custom flownodes


To summarize, CryENGINE provides many useful nodes by default, encompassing a whole range of functionality. However, as a programmer, you'll often find that designers will request access to some hidden functionality that the flowgraph isn't capable of providing by default.

For example, let's say you're creating a role-playing game, and you have an experience system. There are plenty of ways to reward the player with experience in the code you've written, but a level designer also wants to be able to make use of this functionality at arbitrary points in a level.

In this situation, you're well-placed to create a custom flownode; you can create a simplified representation of the system that exists in code, perhaps allowing the designer to simply specify the number of experience points to award to the player when the node is triggered.

For now though, we're going to take a look at something a little simpler. Let's pretend we have no existing CryENGINE nodes to work with, and we...