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

The networking system


The CryENGINE networking implementation is a flexible setup used to communicate with game servers and other clients.

All network messages are sent from an independent networking thread in order to avoid network updates being crippled by the game frame rate.

Network identifiers

Locally, each entity is represented by an entity identifier (entityId). However, for network contexts, it is not viable to transmit these over the network as they are not guaranteed to point to the same entity on the remote client or server.

To resolve this, each game object is assigned a net object identifier represented by the SNetObjectID struct, which contains a simple wrapper for the identifier and its salt.

When writing game code that serializes entities and entity IDs across the network, we don't have to deal with SNetObjectID structs directly as the process of converting entityId to SNetObjectID (and back to entityId on the remote machine) is automatic.

To make sure that your entity ID maps...