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 - making a Flow Graph to spawn the player at a specific location


Let's get right to learning how to use Flow Graph to accomplish some basic game scripting:

  1. Open the level from the previous chapter, or create a new level.

  2. Drag-and-drop the SpawnPoint entity, from the Entities | Multiplayer section in the RollupBar tab, into the level.

  3. Select the SpawnPoint entity and right-click to open the contextual menu. Select Create Flow Graph as seen in the following screenshot:

  4. Name the created Flow Graph as Player_Spawn in the new Flow Graph dialog box.

    The Flow Graph window will now be opened, as a new script is ready to be added to the SpawnPoint entity.

    Flow Graphs created in this fashion are saved on the entity itself. This should be considered when copying and pasting any entity with a Flow Graph saved on it, as a Flow Graph will also be copied as part of the entity.

  5. Select the SpawnPoint entity and right-click on any open space in the Flow Graph editor viewport.

  6. A contextual window will...