Book Image

CryENGINE 3 Cookbook

By : Dan Tracy, Sean P Tracy (USD)
Book Image

CryENGINE 3 Cookbook

By: Dan Tracy, Sean P Tracy (USD)

Overview of this book

With every successive console generation, the cost, time, and complexity of developing games has grown. Meet CryENGINE3, a middleware engine that is the perfect fit for most developers allowing users to exceed current generation quality standards while using less people and time than ever thought possible.The CryENGINE3 CookBook is packed full of recipes for junior and senior developers alike. It covers everything from creating photo realistic architectural visualizations to implementing advanced physics such as ragdoll and tornado effects. Topics covered include the sandbox, level layout, environment creation, AI, character creation, creating vehicles, and game logic. Every recipe is designed to add AAA quality to your games. The CryENGINE3 SDK has many tools immediately available to developers of all disciplines. For designers the book has recipes for building up your own levels and populating your levels with intelligent AI and photo realistic assets. For artists we have recipes for practical workflow tools and techniques used when working with the advanced CryENGINE shaders and materials. For animators we have recipes that will bring your creations to life using skinned characters and advanced animation systems like locomotion groups. Finally for programmers we have recipes that show how to employ the core mechanics behind entities such as vehicles and weapons while also utilizing the strengths of the physics engine to create a unique and exciting game.
Table of Contents (18 chapters)
CryENGINE 3 Cookbook
Credits
About the Authors
www.PacktPub.com
Preface
Index

Debugging the Flow Graph


Now that we have some basic Flow Graphs already made, we will now look at how to debug them to find out when certain events are firing. This will aid any designer to track down any Flow Graph logic errors that might occur.

Getting ready

  • You should have completed the How to beam the player to a tag point from a trigger recipe

  • Open My_Level.cry within the Sandbox

How to do it...

Open up the Flow Graph editor and open the Flow Graph. To enable the Flow Graph debugging, click on the icon that resembles a bug:

How it works...

Each time you enter the game mode with the debugger turned on, any of the Flow Graph outputs that are triggered within the level will change their arrows from blue to yellow. They will also display numbers above the yellow arrow if the trigger has been triggered more than once, which is equal to the number of times the output has fired.

There's more...

To clear the Flow Graph debug results, click on the Trash Icon next to the Debug Icon within the Flow Graph...