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

AI base definition breakdown


Previously in the chapter, we created our own AI definition that relied on the Scripts/Entities/AI/AISample_x.lua base definition. This section will describe what the base definition does, in order to allow for a better understanding of the definition setup.

To start, open the definition with the text editor of your choice, for example, Notepad++.

The AISample_x table

The first lines of code we'll see when opening AISample_x.lua are its table definition, which defines each characters' default properties.

Note

Each AI definition can override properties set in the base definition.

The Properties table

The Properties table works as it does with the standard Lua entities, to define properties that appear when the entity is selected in the Editor.

Note

The default properties in our base AI definition are read from CryAISystem.dll. Removal of these properties is not supported, and will result in AI initialization failure.

The AIMovementAbility table

The AIMovementAbility subtable...