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

CryPhysics


The physical entity system is oriented around the concepts of physical entities, which are accessible via the IPhysicalEntity interface. A physical entity represents geometry with a physical proxy that can affect and be affected by intersections, collisions, and other events.

Although it is possible to create physical entities without an underlying entity (IEntity) via the IPhysicalWorld::CreatePhysicalEntity function, it is most common to call IEntity::Physicalize in order to enable the physics proxy of the model currently loaded by the entity.

Note

The physics proxy is a simplified model of the render mesh. This is used to decrease the strain on the physics system.

When IEntity::Physicalize is called, a new entity proxy is created that will handle its physicalized representation via a call to IPhysicalWorld::CreatePhysicalEntity. The CryENGINE allows for a number of physical entity types to be created, depending on the purpose of the physicalized object.

Physicalized entity types...