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

Creating a custom node in C#


CryMono also supports the creation of custom nodes using idioms that C# developers will feel accustomed to, such as attribute metaprogramming. To get started with C# CryENGINE scripts, open up the sample scripts solution in Game/Scripts/CryGameCode.sln. Add a new .cs file to the flownodes folder, and we'll start creating the same node in C#, so you can see how the creation varies.

To start with, let's create a basic skeleton node. We need to bring the correct namespace into scope for the Flowgraph classes, as well as set up some basic attributes for our node:

  using CryEngine.Flowgraph;

  namespace CryGameCode.FlowNodes
  {
    [FlowNode(Name = "Multiplier", Category = "CSharpTutorial", Filter = FlowNodeFilter.Approved)]
    public class TutorialNode : FlowNode
    {

    }
  }

As in C++, nodes aren't referenced anywhere else in the project, so we assign a separate namespace for our nodes to keep them from polluting the main namespaces.

We use the FlowNodeAttribute...