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

Concept of flowgraphs


For years, writing code has been the primary, if not the exclusive method of creating behaviors and logic for games. Let's take the example of a level designer, building a combat section for the latest title.

Traditionally, the said designer would have to ask a programmer to create the logic for this scenario. This has several problems:

  • It creates a disconnect between the design and the implementation

  • Programmers are forced into spending time which is really a designer's job

  • The designer has no immediate feedback on how his/her section plays out

This is the problem that CryENGINE's flowgraph, often referred to as FG, solves. It provides a set of flownodes, best thought of as convenient Lego blocks of logic, which the designer can utilize to piece together entire scenarios. No more requests to the game code team; designers can go ahead and realize their ideas instantly! We'll discuss creating the nodes themselves in more detail later, but for now, let's take a look at some...