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

Introducing sound design


The sound system within the CryENGINE is a hierarchical class system that supports many different sound libraries and different target platforms. The sound system offers interfaces and is used by sound entities in a level, or can even be called from code to play sounds systematically. The principal focus was set to support the FMOD-EX library by FireLight Technologies (http://www.fmod.org/), but there is also support for the Xaudio port for Xbox360 and a dummy/null system.

A typical production workflow for integrating a new project contains the following steps:

  1. Create a new project using the FMOD Design tool. Projects are stored as .fdp files.

  2. Add groups, events, and sound definitions.

  3. Organize sound assets into wavebanks.

  4. Build the project that converts source .wav files to the target more compressed and optimized format for real-time playback formats such as .fev and .fsb. These formats are discussed later in the chapter.

  5. Reference a sound event name in code or in the...