Book Image

Mastering CryENGINE

By : Michelle Martin
Book Image

Mastering CryENGINE

By: Michelle Martin

Overview of this book

Table of Contents (17 chapters)
Mastering CryENGINE
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Preparing your build


There are several steps to get your build ready to be shipped. These involve the removal of source files and packing up the game's data into PAK files. Depending on your project, you might need additional steps.

Tip

The main executable of CryENGINE is sometimes called Launcher.exe and sometimes GameSDK.exe, depending on the SDK version. To avoid confusion, this chapter will refer to the file as Launcher.exe.

Building a release candidate

It should go without saying that you should not simply take the build from one of your coder's machines and ship it. To prepare your build for shipping, you will need to do more than just compile the code.

  • Compile source code

    • This needs to be done for 32-bit and 64-bit solution configurations.

    • Make sure the code is not compiled in debug; coders forget this more often than they care to admit. The code should be compiled in release.

  • Compile assets

  • Export all levels

    • Only then can they be loaded in the Launcher

  • Rename Launcher.exe

    • This is your game...