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

Summary


In this chapter, we have learnt why flowgraphs can be useful to empower designers, and created our own flowgraph.

We've also investigated a selection of the existing nodes provided by CryENGINE, and then created our own nodes in two programming languages. You should now have a good understanding of the flowgraph system, and how to use it to your advantage.

In future chapters, we'll look at some of the additional things flowgraphs can achieve, including designing user interfaces, implementing material effects, creating special flownodes to represent entities in the world, and wrapping up AI functionality into convenient reusable modules.

For now, if you'd like to explore the world of flowgraphs more, why not have a go at figuring out how more of the stock nodes can be implemented? Familiarize yourself with the differences between writing C++ and C# nodes, and see which you prefer.

If you'd like to experiment with CryMono in particular, try editing your node scripts and saving them with...