Book Image

CryENGINE 3 Game Development: Beginner's Guide

Book Image

CryENGINE 3 Game Development: Beginner's Guide

Overview of this book

CryENGINE is a complete game development environment used by AAA game development studio Crytek to produce blockbuster games such as Crysis 1, 2 and 3. This complete Beginner's Guide takes the would be game developer through the steps required to create a game world complete with event scripting, user interface and 3D environment in the free CryENGINE SDK. Learn to create game worlds with the CryENGINE 3 Sandbox, the tool used to create AAA games like the soon to be released Crysis 3. Follow straightforward examples to sculpt the terrain, place vegetation, set up lighting, create game sounds, script with Lua and code with C++. Learn to navigate the interface within the CryENGINE 3 Sandbox, the tool used to create AAA games like Crysis 1 and 2, as well as the soon to be released Crysis 3. Learn to create your own worlds by following straight forward examples to sculpt the terrain, place vegetation, set up lighting, create game sounds, and script with the Lua language. The book covers all beginner aspects of game development including an introduction to C++ for non- coders.
Table of Contents (18 chapters)
CryENGINE 3 Game Development Beginner's Guide
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Time for action – manipulating the perspective camera


  1. If not already done, open the Forest.cry sample level with the editor.exe application.

    The window highlighted in the previous screenshot is the perspective viewport; this is where you can see the level. The perspective viewport is used as the main window to view and navigate and even edit your levels. This is where a large majority of your level will be created and common tasks such as object placement, terrain editing, and in-editor play testing will be performed.

    Sandbox is designed to be ergonomic for both left-handed and right-handed users. For this example, we will use the WASD control scheme, but it should be noted that the arrows keys are also supported for movement of the camera.

  2. Press W to move forward.

  3. Then press S to move backward.

  4. Press A to move or strafe towards the left.

  5. Press D to move or strafe towards the right.

Now that you have learned to move the camera on its main primary axis, it's time to adjust the rotation of the camera. The following steps will indicate the same:

  1. When the viewport is the active window, hold down the right mouse button, and move the mouse pointer to turn the view.

    You can also hold down the middle mouse button, and move the mouse pointer to pan the view.

  2. Roll the middle mouse button wheel to move the view forward or backward.

  3. Finally, you can hold down Shift to double the speed of the viewport movements.

  4. Adjust the Viewport Movement Speed Controls to find the speed with which you are most comfortable.

    The Speed input at the bottom of the Perspective window is used to increase or decrease the movement speed of the camera as you move in the main Perspective Viewport.

What just happened?

The Viewport allows for a huge diversity of views and layouts which you can use to view your levels. The Perspective view is just one of the many. This view also renders a view of the level using the standard camera perspective, showing all level geometry, lighting, and effects.