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

Living


The living entity implementation is a specialized setup for handling actors and their movement requests.

Living entities have two states: on ground and in air. When on ground, the player will be "glued" to the ground until an attempt to detach it is made (by applying significant velocity away from the ground).

Note

Remember the animated character movement requests from Chapter 5, Creating Custom Actors? The system uses living entity pe_action_move requests in the core.

Unique parameters

  • pe_player_dimensions: This is used to set parameters related to the living entity's static properties, such as sizeCollider, and whether it should use a capsule or cylinder for the collision geometry

  • pe_player_dynamics: This is used to set dynamic parameters related to the living entity, such as inertia, gravity, and mass

Unique statuses

  • pe_status_living: This gets the current living entity status, including stats such as time flying, velocity, and ground normal

  • pe_status_check_stance: This is used to check...