Index
A
- action maps
- about / Action maps
- events, listening for / Listening for action map events
- events, IActionListener / IActionListener
- sections, enabling / Enabling action map sections
- ActionScript assets
- exposing / Exposing ActionScript assets
- <functions> section, adding / Functions
- events, setting up / Events
- AI
- about / The Artificial Intelligence (AI) system
- scripting / Scripting
- actors / AI actors
- goal pipes / Goal pipes
- signals / Signals
- behaviors / AI behaviors
- behaviors, sample / Sample
- IAIObject / IAIObject
- Character property / Character
- NavigationType property / NavigationType
- AI Actions / AI Actions
- AI actor implementation
- AI base definition breakdown
- about / AI base definition breakdown
- AISample_x table / The AISample_x table
- CreateAI function / The CreateAI function
- RegisterAI function / The RegisterAI function
- AI entity definition
- creating / Creating the AI entity definition
- AISample_x table
- about / The AISample_x table
- Properties table / The Properties table
- AIMovementAbility table / The AIMovementAbility table
- alpha attribute / XML Breakdown
- Ambient Occlusion / I3DEngine::RenderWorld flags
- animated character
- about / Animated characters
- movement requests / Movement requests
- movement requests, adding / Adding a movement request
- animation-based events / Animation-based events and effects
- Animation Control tab / Animation-based events and effects
- articulated structures
- about / Articulated
- pe_params_joint parameter / Unique parameters
- pe_params_articulated_body parameter / Unique parameters
- Artificial Intelligence (AI) / AI Actions
- aspects / Aspects
B
- basic game mode
- creating, in C# / Creating a basic game mode in C#
- basic game mode, creating in C#
- ideas, defining / Defining our intention
- actor, creating / Creating the actor
- actor, spawning / Spawning the actor
- disconnections, handling / Handling disconnections
- player, assigning to team / Assigning the player to a team
- Headquarters, implementing / Implementing Headquarters
- level, populating / Populating the level
- behavior leaves / AI behaviors
- behavior selection trees
- using / Understanding and using behavior selection trees
- variables / Variables
- signal variables / Signal variables
- behavior queries / Leaves / behavior queries
- Bin32 folder / The CryENGINE folder structure
- Bin64 folder / The CryENGINE folder structure
- bNow parameter / Introducing the entity system
C
- C#
- entity, creating in / Creating an entity in C#
- used, for entity flownode creating / Creating an entity flownode using C#
- persistent debug / C#
- IPersistantDebug / C#
- CVars, registering, in / In C#
- console command, creating in / Registering a console command in C#
- C++
- entity, creating in / Creating an entity in C++
- entity flownode, creating in / Creating an entity flownode in C++
- game object extension, creating in / Creating a game object extension in C++
- persistent debug / C++
- IPersistantDebug / C++
- profiling / Profiling in C++
- CVars, registering, in / In C++
- console command, creating in / Creating a Console Command in C++
- camera handling
- about / Camera handling
- IGameObjectView, implementing / Implementing IGameObjectView
- top-down camera, creating / Creating a top-down camera
- Category property / Creating an entity in C#
- CE Game Programming Sample solution breakdown
- CGameObjectExtensionHelper parameter / Implementing the game rules interface, Creating actors in C++
- Character property / Character
- ClMoveEntity function / RMI example
- ClRevive function / Invoking RMIs
- CMyUIGameEventSystem class / Receiving events
- component categories, Flowgraph Editor
- release node / Component categories
- advanced node / Component categories
- debug node / Component categories
- obsolete node / Component categories
- compression policies
- about / Compression policies
- eid / Compression policies
- wrld / Compression policies
- colr / Compression policies
- bool / Compression policies
- ori1 / Compression policies
- creating / Creating a new compression policy
- connect command / Connecting to a server via the console
- console
- about / The console
- CVars / Console variables
- variables / Flags
- commands / Console commands
- console commands
- about / Console commands
- registering, in C# / Registering a console command in C#
- registering, in C++ / Creating a Console Command in C++
- console_cursor attribute / XML Breakdown
- console_mouse attribute / XML Breakdown
- Create() method / Creating a game object extension in C++
- CreateAIBehavior function / Creating custom behaviors
- CreateAI function / The CreateAI function
- CryAction.BindGameObjectToNetwork function / Binding our entity to the network
- CryAction project / CryAction
- CryAssert / CryAssert
- CryAssert system / CryAssert
- CryComment function / Global log functions
- CryCommon project / CryCommon
- CryDev account
- registering / Registering your CryDev account
- CryENGINE
- installation type, selecting / Choosing your CryENGINE installation type
- folder structure / The CryENGINE folder structure
- flowgraph / Concept of flowgraphs
- game rules / Introduction to game rules
- AI / The Artificial Intelligence (AI) system
- CryENGINE
- networking system / The networking system
- CryENGINE networking system
- about / The networking system
- network identifiers / Network identifiers
- net channels / Net channels
- net channels, net nubs / Net nubs
- CryENGINE renderer
- about / The renderer details
- shaders / Shaders
- CryENGINE sample installation
- downloading / Downloading the book's CryENGINE sample installation
- CryFatalError function / Global log functions
- CryGame project
- compiling / Compiling the CryGame project (C++)
- CE Game Programming Sample solution breakdown / The CE Game Programming Sample solution breakdown
- CryLogAlways function / Global log functions
- CryLog function / Global log functions
- CryMono
- integrating / Integrating CryMono (C# support)
- project, compiling / Compiling the CryMono project
- interface folder, including / Including the CryMono interface folder
- start initialization / Initializing CryMono at start up
- flow nodes, registering / Registering flow nodes
- CryMono scripting
- about / CryMono scripting
- methods, calling / Calling methods, Return values
- property value, obtaining / Properties
- fileds / Fields
- CryPak module / PAK files
- CryPhysics
- about / CryPhysics
- physicalized entity types / Physicalized entity types
- physicalized entity identifiers / Introducing physical entity identifiers
- CryWarning function / Global log functions
- CSharpTutorial*Multiplier node / Implementing Activate
- Ctrl + G / Populating the level
- cursor attribute / XML Breakdown
- custom actor
- representing / Introducing the actor system
- handling / Introducing the actor system
- spawing / Actor spawning
- removing / Removing actors
- view system / The view system
- views, linking to game objects / Linking views to game objects
- creating / Creating custom actors
- creating, in C# / Creating actors in C#
- creating, in C++ / Creating actors in C++
- custom actor, creating in C#
- about / Creating actors in C#
- CryMono class hierarchy / The CryMono class hierarchy
- CryMono actors, using / Using native and CryMono actors alongside each other
- C++ actor registration / C++ actor registration
- C# declaration / C# declaration
- custom actor, creating in C++
- about / Creating actors in C++
- actors, registering / Registering actors
- custom AI
- creating / Creating custom AI
- AI actor implementation, registering / Registering an AI actor implementation
- AI entity definition, registering / Creating the AI entity definition
- behaviors / AI behaviors and characters
- custom behaviors, creating / Creating custom behaviors
- custom behaviors
- creating / Creating custom behaviors
- signals, listening / Listening to signals
- custom CryENGINE sample installation
- using / Using a custom or newer CryENGINE installation
- fuction testing / Verifying that the build is functional
- CryMono, integrating / Integrating CryMono (C# support)
- custom entity
- creating / Creating a custom entity
- creating, Lua used / Creating an entity using Lua
- Lua entity callbacks / Common Lua entity callbacks
- creating, in C# / Creating an entity in C#
- creating, in C++ / Creating an entity in C++
- custom entity, creating in C#
- Editor properties, adding / Adding Editor properties
- custom entity, creating in C++
- custom entity class, creating / Creating a custom entity class
- property handler, implementing / Implementing a property handler
- custom flownode
- about / Custom flownodes
- custom node
- creating, in C++ / Creating a custom node in C++
- creating, in C# / Creating a custom node in C#
- custom node, creating in C#
- about / Creating a custom node in C#
- inputs, adding / Adding inputs
- outputs, adding / Adding outputs
- Activate, implementing / Implementing Activate
- TargetsEntity property / Target entities
- custom node, creating in C++
- about / Creating a custom node in C++
- nodes, organizing / Organizing nodes
- new node file, creating / Creating a new node file
- code, breaking down / Breaking down of code
- node functions, overview / The node functions overview
- GetConfiguration, implementing / Implementing GetConfiguration
- CVars
- about / Console variables
- registering / Registering a CVar
- registering, in C++ / In C++
- registering, in C# / In C#
- flags / Flags
- groups / Console variable groups
- CVars, flags
- VF_NULL / Flags
- VF_CHEAT / Flags
- VF_READONLY / Flags
- VF_REQUIRE_LEVEL_RELOAD / Flags
- VF_REQUIRE_APP_RESTART / Flags
- VF_MODIFIED / Flags
- VF_WASINCONFIG / Flags
- VF_RESTRICTEDMODE / Flags
- VF_INVISIBLE / Flags
- VF_ALWAYSONCHANGE / Flags
- VF_BLOCKFRAME / Flags
- VF_CONST_CVAR / Flags
- VF_CHEAT_ALWAYS_CHECK / Flags
- VF_CHEAT_NOCHECK / Flags
- CVars, groups
- about / Console variable groups
- Cfg structure / Cfg structure
- system specifications / System specifications
D
- dedicated server / Dedicated server
- default physicalized entity
- parameters / Common parameters
- actions / Common actions
- statuses / Common statuses
- default physicalized entity, entities
- pe_action_impulse / Common actions
- pe_action_add_constraint / Common actions
- pe_action_set_velocity / Common actions
- default physicalized entity, parameter
- pe_params_pos / Common parameters
- pe_params_bbox / Common parameters
- pe_params_outer_entity / Common parameters
- pe_simulation_params / Common parameters
- default physicalized entity, statuses
- pe_status_pos / Common statuses
- pe_status_dynamics / Common statuses
- dynamic mode / XML Breakdown
E
- Editor
- about / Editor
- starting with / Starting the Editor
- Editor folder / The CryENGINE folder structure
- Editor properties
- adding / Adding Editor properties
- folders / Property folders
- effects
- about / Introducing effects
- material effects / Material effects
- particle effects / Particle effects
- sound effects / Sound effects
- elements, UI flowgraph
- about / Elements
- XML Breakdown / XML Breakdown
- EndGame function / Adding the end game event
- Engine ActionScript callbacks
- cry_onSetup(isConsoleTopicnBoolean) / Engine ActionScript callbacks
- cry_onShow() / Engine ActionScript callbacks
- Engine folder / The CryENGINE folder structure
- entities
- about / Entities
- entityId / entityId
- EntityGUID / EntityGUID
- EntityBase.TriggerBounds property / Detour – trigger bounds and entity areas
- entity classes
- about / Entity classes
- registering / Entity classes
- entity flownodes
- about / Entity flownodes
- creating, in Lua / Creating an entity flownode in Lua
- creating, C# used / Creating an entity flownode using C#
- creating, in C++ / Creating an entity flownode in C++
- entity node, registering / Registering the entity node
- final code / The final code
- EntityID entityId parameter / RMI example
- entityId parameter / EntityGUID
- entity proxies
- drawing / Drawing entity proxies
- entity types / Entity types
- helper types / Helper types
- entity system
- about / Introducing the entity system
- entity classes / Entity classes
- entities / Entities
- game objects / Game objects
- entity pool system / The entity pool system
- entity types
- t / Entity types
- s / Entity types
- r / Entity types
- R / Entity types
- l / Entity types
- i / Entity types
- g / Entity types
- a / Entity types
- y / Entity types
- e / Entity types
- explosions
- simulating / Simulating explosions
- Expose() function / The CreateAI function
F
- FG Modules / FG Modules
- First-Person Shooters (FPS) / Implementing the game rules interface
- fixed mode / XML Breakdown
- flowgraph
- about / Concept of flowgraphs
- creating / Creating a flowgraph
- entity / The flowgraph entity
- FlowgraphEntity, spawning / Spawning FlowgraphEntity
- attaching / Attaching a new flowgraph
- nodes, adding into / Adding nodes into flowgraphs
- input ports / Input and output ports
- output ports / Input and output ports
- port, types / Port types
- target entities / Target entities
- flownodes, linking / Linking flownodes
- testing / Testing our flowgraph
- void port / Module parameters/ports
- module parameters / Module parameters/ports
- Flowgraph Editor
- opening / Opening the Flowgraph Editor
- location / A tour of the Flowgraph Editor
- components / Components
- graph / Terminology
- node / Terminology
- port / Terminology
- component categories / Component categories
- flowgraph types / Flowgraph types
- types / Flowgraph types
- types, AI Actions / AI Actions
- types, UI Actions / UI Actions
- types, Material FX / Material FX
- types, FG Modules / FG Modules
- types, graph entity / Entities
- types, prefabs / Prefabs
- flowgraph modules
- about / Flowgraph modules
- creating / Creating a module
- calling / Calling a module
- Module Ports window / Module parameters/ports
- FlowNodeAttribute class / Creating a custom node in C#
- FlowNode class / Implementing Activate
- FMod
- used, for sound export / Exporting sounds by using FMod
- folder structure, CryENGINE
- Bin32 / The CryENGINE folder structure
- Bin64 / The CryENGINE folder structure
- Editor / The CryENGINE folder structure
- Engine / The CryENGINE folder structure
- Game / The CryENGINE folder structure
- Localization / The CryENGINE folder structure
- PAK files / PAK files
- footstep_player effect / Triggering custom events
- fragment
- options, adding / Adding options
- queuing / Queuing the fragment, Setting tags
- fragment identifier
- acquiring / Acquiring the fragment identifier
- fragments
- about / Starting fragments
- fullscreen mode / XML Breakdown
G
- Game folder / The CryENGINE folder structure
- game logic
- debugging / Debugging the game logic
- game logic, debugging
- Profile configuration / Debugging the game logic
- Release configuration / Debugging the game logic
- game mode
- about / Introduction to game rules
- registering / Scripting – game modes
- game object
- used, for networking / Networking using game object extensions
- game object extension
- about / Game object extensions
- creating, in C++ / Creating a game object extension in C++
- activating / Activating our extension
- game objects
- about / Game objects
- extensions / Game object extensions
- game rules
- about / Introduction to game rules
- IGameRules interface / IGameRules interface – game rules
- level, loading / Loading a level
- game rules interface
- implementing / Implementing the game rules interface
- game object extension, registering / Registering the game object extension
- custom game modes, creating / Creating custom game modes
- GetConfiguration
- implementing / Implementing GetConfiguration
- ports, creating / Creating ports
- node configuration, assigning to / Assigning arrays to the node configuration
- Flownode configuration flags / Flownode configuration flags
- ProcessEvent, implementing / Implementing ProcessEvent
- GetDefaultProperty / Implementing a property handler
- GetEditorClassInfo() method / Creating a custom entity class
- GetName() method / Creating a custom entity class
- GetPort* functions / Implementing ProcessEvent
- GetProperty / Implementing a property handler
- GetPropertyCount / Implementing a property handler
- GetPropertyInfo / Implementing a property handler
- GetTexture2D function / Texture slots, Obtaining a texture
- global log functions
- CryLog / Global log functions
- CryLogAlways / Global log functions
- CryWarning / Global log functions
- CryFatalError / Global log functions
- CryComment / Global log functions
- goal pipes, AI
- about / Goal pipes
- custom pipes, creating / Creating custom pipes
- selecting / Selecting pipes
- graph / Terminology
- graph entity / Entities
H
- hardware mouse
- implementing / The hardware mouse
- Headquarters
- implementing / Implementing Headquarters
- end game event, adding / Adding the end game event
- Headquarters entity
- creating / Creating the Headquarters entity
- Heads-Up Display (HUD) / End result
- helper types
- g / Helper types
- c / Helper types
- b / Helper types
- l / Helper types
- j / Helper types
- t(#) / Helper types
- f(#) / Helper types
- HUD*DisplayDebugMessage node / Building a clock
- humanName parameter / Creating ports
- HWND / Rendering new viewports using render contexts
I
- I3DEngine**RenderWorld
- I3DEngine**RenderWorld flags
- about / I3DEngine::RenderWorld flags
- SHDF_ALLOWHDR / I3DEngine::RenderWorld flags
- SHDF_ZPASS_ONLY / I3DEngine::RenderWorld flags
- SHDF_DO_NOT_CLEAR_Z_BUFFER / I3DEngine::RenderWorld flags
- SHDF_ALLOWPOSTPROCESS / I3DEngine::RenderWorld flags
- SHDF_ALLOW_AO / I3DEngine::RenderWorld flags
- SHDF_ALLOW_WATER / I3DEngine::RenderWorld flags
- SHDF_NOASYNC / I3DEngine::RenderWorld flags
- SHDF_NO_DRAWNEAR / I3DEngine::RenderWorld flags
- SHDF_STREAM_SYNC / I3DEngine::RenderWorld flags
- SHDF_NO_DRAWCAUSTICS / I3DEngine::RenderWorld flags
- I3DEngine**RenderWorld function / Post update
- IActionControlle**Queue function / Starting fragments
- IActionMapManager / Player inputs
- IAIObject / IAIObject
- IAnimatedCharacter / Animated characters
- IEntityClass / Creating a custom entity class
- IGameFramework**PreUpdate function / Pre update
- IGameObject**ActivateExtension / Activating our extension
- IGameObject**BindToNetwork function / Networking using game object extensions
- IGameObjectExtension**Init function / Implementing the game rules interface
- IGameObjectExtension**NetSerialize function / Network aspect serialization
- IGameObjectExtension**Release / Destructor function / Implementing the game rules interface
- IGameRules**OnClientConnect function / Implementing the game rules interface
- IGameRules**OnClientDisconnect function / Implementing the game rules interface
- IHardwareMouse / Player inputs
- IInput / Player inputs
- IMaterialManager**Clone method / Cloning a material
- IMonoObject**CallMethod / Return values
- INetChannel interface / Net channels, Net nubs
- InitEventSystem function / Dispatching events
- Input*Key node / Listening for player input
- IntelliSense / Creating an entity in C#
- IPhysicalEntity**Action function / Actions
- IPhysicalEntity**GetParams function / Parameters
- IPhysicalEntity**GetStatus function / Status
- IPhysicalEntity interface
- parameters / Parameters
- actions / Actions
- status / Status
- IPhysicalWorld**RayWorldIntersection function / Ray world intersections
- IRenderer interface / The renderer details
- IRenderNode interface / Render nodes
- IRenderShaderResources**GetParameters / Shader parameters
- IScriptSystem**PushFuncParam / Invoking methods with parameters
- IStatObj**Clone method / Manipulating static objects at runtime
- IUIGameEventSystem
- implementing / Implementing IUIGameEventSystem
K
- keyevents attribute / XML Breakdown
L
- Launcher
- about / Launcher
- starting / Starting the Launcher
- layer attribute / XML Breakdown
- Level of Detail (LOD) / Manipulating static objects at runtime
- living entity
- about / Living
- pe_player_dimensions parameter / Unique parameters
- pe_player_dynamics parameter / Unique parameters
- pe_status_living status / Unique statuses
- pe_status_check_stance status / Unique statuses
- pe_action_move action / Unique actions
- LoadEntityXMLProperties / Implementing a property handler
- Localization folder / The CryENGINE folder structure
- log verbosity / Log verbosity
- Lua
- used, for entity creating / Creating an entity using Lua
- entity flownode, creating in / Creating an entity flownode in Lua
- Lua entities
- exposing, to network / Exposing Lua entities to the network
- Net.Expose / Net.Expose
- Lua scripting
- about / Lua scripting
- method, invoking / Invoking methods
- method, invoking with parameters / Invoking methods with parameters
- returned values, obtaining / Getting values returned from Lua
- table values, obtaining / Getting table values
M
- main menu
- creating / Creating a main menu, Functions, Variables, Arrays, Exposing MovieClip instances to flowgraph, Creating the state control graph, Creating the MainMenu action, Adding buttons, End result
- elements, creating / Creating menu elements
- ActionScript assets, exposing / Exposing ActionScript assets
- variables / Variables
- arrays / Arrays
- MovieClip instances, to flowgraph / Exposing MovieClip instances to flowgraph
- UI actions, creating / Creating the UI actions
- MainMenu / Creating the MainMenu action
- Mannequin, for custom entity
- setting up / Setting up Mannequin for a custom entity
- initialization / Initializing Mannequin
- controller definition, loading / Loading the controller definition
- active context, setting / Setting the active context
- Mannequin animation system
- about / The Mannequin animation system
- Mannequin Editor / The Mannequin Editor
- tags, setting / Setting tags
- debugging / Debugging Mannequin
- setting, up for custom entity / Setting up Mannequin for a custom entity
- Mannequin Editor
- about / The Mannequin Editor
- preview setup / Preview setup
- contexts, creating / Creating contexts
- fragments, creating / Creating fragments
- tags, creating / Creating and using tags
- tags, using / Creating and using tags
- saving / Saving
- Mannequin File Manager dialog / Saving
- Mannequin FragmentID Editor / Creating fragments
- material effects
- surface type / Surface types
- physical interactions based automated playback / Automated playback based on physical interactions
- trigerring / Automated playback based on physical interactions, Triggering custom events
- Material FX / Material FX
- materials
- modifying, at runtime / Modifying materials at runtime, Cloning a material, Shader parameters, Example – Dynamic alpha-test for vegetation
- cloning / Cloning a material
- parameters / Material parameters
- Shader parameters / Shader parameters
- Dynamical alpha-test for vegetation example / Example – Dynamic alpha-test for vegetation
- Math*Mul node / Building a clock, Custom flownodes
- Math*Sub node / Building a clock
- member variables, ray_hit struct
- float dist / Commonly used member variables
- IPhysicalEntity *pCollider / Commonly used member variables
- short surface_idx / Commonly used member variables
- Vec3 pt / Commonly used member variables
- Vec3 n / Commonly used member variables
- ray_hit *next / Commonly used member variables
- Misc*Start node / Adding nodes into flowgraphs
- Module*Call_MyModule nodes / Module parameters/ports
- Module*End_MyModule node / Module parameters/ports
- Module*Start_MyModule / Module parameters/ports
- mouseevents attribute / XML Breakdown
- multiplayer game
- setting up / Setting up a multiplayer game
- multiplayer game setup
- server, starting / Starting the server
- server connection, via console / Connecting to a server via the console
- networked games, debugging / Debugging networked games
N
- name attribute / XML Breakdown
- NavigationType property / NavigationType
- Net.Expose
- function implementation / Function implementation
- RMIs, invoking / Invoking RMIs
- RMIs, invoking on server / On the server
- RMIs, invoking on clients / On all clients
- RMIs, invoking on other clients / On all other clients
- entity, binding to network / Binding our entity to the network
- NetSerialize function / Aspects
- network aspect serialization
- about / Network aspect serialization
- aspects / Aspects
- New Level dialog / Populating the level
- NOATTACH / Attach type
- node / Terminology
O
- object particle representation
- about / Particle
- pe_params_particle parameter / Unique parameters
- OnClientConnect function / Handling disconnections
- OnClientConnect method / Creating the actor
- OnClientEnteredGame function / Spawning the actor, Assigning the player to a team
- OnInit function / Common Lua entity callbacks
- OnMyCSharpCommand function / Registering a console command in C#
- OnMyUIEvent node / Dispatching events
- OpenGL renderer / The renderer details
- Others | SpawnPoint / Populating the level
P
- .pak files
- PAK files
- file query priority / File query priority
- debugger, debugging / Attaching the debugger
- particle effects / Particle effects
- particle emitters
- spawning / Spawning particle emitters
- persistent debug system
- about / The persistent debug
- C++ / C++
- C# / C#
- CryAssert / CryAssert
- pe_action_add_constraint action / Common actions
- pe_action_attach_points action / Unique actions
- pe_action_drive parameter / Unique actions
- pe_action_impulse action / Common actions
- pe_action_move action / Unique actions
- pe_action_set_velocity action / Common actions
- PE_ARTICULATED / Physicalized entity types
- PE_LIVING / Physicalized entity types
- PE_NONE / Physicalized entity types
- pe_params_articulated_body parameter / Unique parameters
- pe_params_bbox parameter / Common parameters
- pe_params_car parameter / Unique parameters
- pe_params_joint parameter / Unique parameters
- pe_params_outer_entity parameter / Common parameters
- pe_params_particle parameter / Unique parameters, Unique parameters
- pe_params_posparameter / Common parameters
- pe_params_rope parameter / Unique parameters
- pe_params_softbody parameter / Unique parameters
- pe_params_wheel parameter / Unique parameters
- PE_PARTICLE / Physicalized entity types
- pe_player_dimensions parameter / Unique parameters
- pe_player_dynamics parameter / Unique parameters
- PE_RIGID / Physicalized entity types
- PE_ROPE / Physicalized entity types
- pe_simulation_params parameter / Common parameters
- PE_SOFT / Physicalized entity types
- PE_STATIC / Physicalized entity types
- pe_status_check_stance status / Unique statuses
- pe_status_dynamics status / Common statuses
- pe_status_living status / Unique statuses
- pe_status_pos status / Common statuses
- pe_status_vehicle status / Unique statuses
- pe_status_vehicle_abilities parameter / Unique statuses
- pe_status_wheel status / Unique statuses
- PE_WHEELEDVEHICLE / Physicalized entity types
- physical interactions based automated playback
- new surface types, adding / Adding new surface types
- effects / Effect definitions
- custom events, trigerring / Triggering custom events
- physicalized entity
- creating / Creating a physicalized entity
- creating, in C++ / In C++
- creating, in C# / In C#
- physicalized entity identifiers
- entity proxies, drawing / Drawing entity proxies
- wheeled vehicle / Wheeled vehicle
- living entity / Living
- particle representation / Particle
- articulated structures / Articulated
- ropes / Rope
- physicalized entity types
- PE_NONE / Physicalized entity types
- PE_STATIC / Physicalized entity types
- PE_RIGID / Physicalized entity types
- PE_WHEELEDVEHICLE / Physicalized entity types
- PE_LIVING / Physicalized entity types
- PE_PARTICLE / Physicalized entity types
- PE_ARTICULATED / Physicalized entity types
- PE_ROPE / Physicalized entity types
- PE_SOFT / Physicalized entity types
- static entities / Static
- rigid object / Rigid
- port / Terminology
- port types, flowgraph
- void / Port types
- Int / Port types
- Float / Port types
- EntityId / Port types
- Vec3 / Port types
- String / Port types
- Bool / Port types
- POSTATTACH / Attach type
- PostInit function / Setting up Mannequin for a custom entity
- PREATTACH / Attach type
- prefab / Prefabs
- ProcessEvent
- implementing / Implementing ProcessEvent
- profiling
- about / Profiling
- profile usages / Profile usages
- in C++ / Profiling in C++
- in C# / Profiling in C#
- Pure game mode / Launcher
- pure game mode / Spawning the actor
Q
- Quat orientation parameter / RMI example
R
- randomization / Adding sounds to the project
- RayWorldIntersection
- about / Ray world intersections
- ray_hit struct / The ray_hit struct
- origin / Origin and direction
- object types parameter / Object types
- ray flags parameter / Ray flags
- multiple ray hits, allowing / Allowing multiple ray hits
- RayWorldIntersection function / Allowing multiple ray hits
- ray_hit**surface_idx variable / Triggering custom events
- ray_hit struct
- member variables / Commonly used member variables
- RegisterAI function / The RegisterAI function
- Release() method / Creating a custom entity class
- render contexts
- used, for viewports rendering / Rendering new viewports using render contexts
- IRenderer**SetCurrentContext, using / Rendering
- rendering
- about / Rendering breakdown
- pre update / Pre update
- post update / Post update
- RMI
- structure / RMI structure
- example / RMI example
- RMI structure
- function name parameter / Parameters
- RMI parameters parameter / Parameters
- packet delivery reliability enum parameter / Parameters
- NOATTACH / Attach type
- PREATTACH / Attach type
- POSTATTACH / Attach type
- server/client separation / Server/client separation
- RMI function, defining / Function definition
- ropes
- creating / Rope
- pe_params_rope / Unique parameters
S
- sample application
- Editor / Editor
- Launcher / Launcher
- dedicated server / Dedicated server
- samplers
- about / Samplers
- texture slots, using with samplers / Using texture slots with samplers
- textures, obtaining / Obtaining a texture
- scripting
- about / Scripting
- Lua scripting / Lua scripting
- CryMono scripting / CryMono scripting
- server
- dedicated server / Dedicated server
- starting, via Launcher / Launcher
- SetEditorClassInfo() method / Creating a custom entity class
- SetProperty / Implementing a property handler
- shaders
- about / Shaders, Shaders
- permutations / Shader permutations
- cache / Shader cache
- describing / The shader description
- texture slots / Texture slots
- flags / Shader flags
- shaders cache
- about / Shader cache
- .pak files / PAK files
- shaders flags
- about / Shader flags
- material flags / Material flags
- engine flags / Engine flags
- runtime flags / Runtime flags
- SimulateExplosion function / Simulating explosions
- solution / Compiling the CryGame project (C++)
- Sound Browser window / Using SoundSpots
- sound effects
- about / Sound effects
- FMOD Designer / FMOD Designer
- sounds
- exporting, FMod used / Exporting sounds by using FMod
- adding, to project / Adding sounds to the project
- playing / Playing sounds
- SoundSpots, using / Using SoundSpots
- playing programmatically / Programmatically playing sound
- sounds, playing programmatically
- flags / Sound flags
- semantics / Sound semantics
- SpawnPoint / Spawning the actor
- static entities / Static
- static objects
- manipulating, at runtime / Manipulating static objects at runtime
- stock flownode
- overview / The stock flownode overview, Building a clock
- clock, building / Building a clock
- player input, listening / Listening for player input
- loop, executing / Executing on a loop
- SUIEventSenderDispatcher**SendEvent / Dispatching the event
- surface type
- adding / Adding or modifying surface types
- modifying / Adding or modifying surface types
- SvRequestMoveEntity function / RMI example
- Sys Spec / Console variable groups
- sys_spec_Full group / Console variable groups
- Sys_StateControl / Actions
T
- Tag Creation dialog / Creating and using tags
- tags
- using / Creating and using tags
- creating / Creating and using tags
- appending, to options / Appending tags to Options
- actions, forcing into re-querying options / Forcing actions into requerying options
- Time*TimeOfDay node / Linking flownodes, Building a clock
- Tools | Edit Module... / Module parameters/ports
- top-down camera
- creating / Creating a top-down camera
- top view, facing / View rotation
- TSerialize**EnumValue / Aspects
- TSerialize**value / Compression policies
U
- UI*Action*Control / Actions
- UI*Action*End / Actions
- UI*Display*Config / XML Breakdown
- UI*Display*Config node / XML Breakdown, Creating the MainMenu action
- UI*Events*ElementName*EventName / Events
- UI*Functions*ElementName*FunctionName / Functions
- UI*Variable*Array node / Arrays
- UI Actions / UI Actions
- UI actions
- about / Actions
- creating / Actions
- starting / Actions
- State Control graph, creating / Creating the state control graph
- MainMenu action, creating / Creating the MainMenu action
- buttons, adding / Adding buttons
- UI flowgraph
- about / Flash movie clips and UI graphs
- elements / Elements
- UI actions / Actions
- UI game event systems
- creating / Creating UI game event systems
- IUIGameEventSystem, implementing / Implementing IUIGameEventSystem
- events, receiving / Receiving events
- events, dispatching / Dispatching events
- UI graphs / Flowgraph types
V
- Vec3 position parameter / RMI example
- Visual Studio Express 2012
- installing / Installing Visual Studio Express 2012
W
- wheeled vehicle
- about / Wheeled vehicle
- pe_params_car parameter / Unique parameters
- pe_params_wheel parameter / Unique parameters
- pe_status_vehicle statuses / Unique statuses
- e_status_wheel statuses / Unique statuses
- pe_status_vehicle_abilities status / Unique statuses
- pe_action_drive action / Unique actions
- WYSIWYP (What You See Is What You Play) / Editor