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

Networking using game object extensions


Game objects have two methods of communicating over the network: RMIs and network serialization via Aspects. Essentially, RMIs allow for event-based data transmission over the network, whereas an aspect continuously synchronizes data as it is invalidated.

Prior to being able to communicate over the network, each game object has to be bound to the network by using the IGameObject::BindToNetwork function. This can be called from your Init implementation by IGameObjectExtension.

Remote Method Invocation (RMI)

Remote Method Invocation (RMI) is used to invoke functions on a remote client or server. This is very useful for synchronizing a state over the network, for example, to let all clients know that the player named "Dude" just spawned, and should be moved to a specific location and orientation.

RMI structure

To declare an RMI, we can make use of the macros listed as shown:

  • DECLARE_SERVER_RMI_NOATTACH

  • DECLARE_CLIENT_RMI_NOATTACH

  • DECLARE_SERVER_RMI_PREATTACH

  • DECLARE_CLIENT_RMI_PREATTACH...