Book Image

CryENGINE Game Programming with C++, C#, and Lua

Book Image

CryENGINE Game Programming with C++, C#, and Lua

Overview of this book

CryENGINE is a complete 3D game development solution that can run on multiple platforms. It is orientated around giving intuitive tools to the developer. A variety of interactive video games can be created using CryENGINE. CryENGINE is one of the most beginner-friendly engines out there to learn. If you are interested in diving into the various systems and understanding their workings in a way that is easily understood, then this book is for you. This book provides you with the knowledge to tame the powerful but hard-to-master CryENGINE. CryENGINE Game Programming with C++, C#, and Lua dives into the various systems and explains their workings in a way that can be easily understood by developers of all levels. It provides knowledge on the engine along with step-by-step exercises and detailed information on the backend implementation of the subsystems, giving you an excellent foundation to build upon when developing your own CryENGINE games. Written by developers with years of CryENGINE experience, this book breaks down the common confusion that encompasses the CryENGINE engine code, guiding you through a series of chapters aimed towards giving you the ability to create your own games in a rapid yet productive fashion. You will learn everything you need to know in order to create your own CryENGINE-powered games as well as detailed information on how to use the engine to your advantage. By teaching systems such as audio, particle effects, rendering, AI, networking, and more, we'll be exposing the most inner parts of CryENGINE that commonly confuse programmers. If you want to quickly gain the knowledge required to create your own CryENGINE game title, then this book is for you.
Table of Contents (19 chapters)
CryENGINE Game Programming with C++, C#, and Lua
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Rendering breakdown


The rendering of games is divided into two steps:

  1. Pre update

  2. Post update

Pre update

The initial step in rendering each frame to the scene occurs in the IGameFramework::PreUpdate function. Pre update is responsible for updating most game systems (such as flowgraph, view system, and more) and makes the initial call to ISystem::RenderBegin.

Note

PreUpdate is most commonly called from CGame::Update, in the stock CryGame.dll. Always keep in mind that this process only applies to the Launcher application; the Editor handles game updates and rendering uniquely.

RenderBegin signals the start of a new frame, and tells the renderer to set the new frame ID, clear buffers, and more.

Post update

After updating the game systems, it's time to render the scene. This initial step is done via the IGameFramework::PostUpdate function.

Prior to rendering, systems that are crucial to the new information retrieved from the game update done within and after PreUpdate must be updated. This includes flash...