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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

Implementing the game rules interface

Now that we know the basic workings of the game rules system, we can give creating a custom IGameRules implementation a shot.

Note

Before we start, consider whether you actually need a custom IGameRules implementation for your game. The default GameDLL that ships with CGameRules, is an IGameRules implementation specialized for First-Person Shooters (FPS). If your game premise is similar to a FPS, or if you can reuse existing functionality that might be preferrable to writing an implementation from scratch.

To start, we'll need to create two new files; GameRules.cpp and GameRules.h.When you're done, open GameRules.h and create a new class. We'll be naming ours as CGameRules.

After the class is in place, we have to derive from IGameRules. As we mentioned before, game rules are handled as game object extensions. We'll therefore have to use the CGameObjectExtensionHelper template class:

class CGameRules 
  : public CGameObjectExtensionHelper...
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CryENGINE Game Programming with C++, C#, and Lua
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