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

A tour of the Flowgraph Editor


Flowgraphs are saved on the disk as XML files, but can be parsed and edited by the Flowgraph Editor in order to provide a visual interface to the process of creating game logic.

Components

This section of the Editor contains all the flownodes in your project, organized into neat categories. Let's take a quick look inside this, open up the Misc folder. You should be presented with a set of nodes, assigned to categories:

Terminology

  • Graph: This refers to a context containing a set of nodes linked to each other.

  • Node: This is a visual representation of a class that can receive data and events from its input ports, as well as send data via its output ports. It is connected to other nodes in graphs to create logic.

  • Port: This is a visual representation of a function. Nodes can specify multiple input and output ports, and can then send or receive events from them.

Component categories

You may be missing the node marked as Debug here; CryENGINE assigns categories to nodes...