Cover image for CryENGINE 3 Game Development Beginner's Guide : Beginner's Guide.
CryENGINE 3 Game Development Beginner's Guide : Beginner's Guide.
Title:
CryENGINE 3 Game Development Beginner's Guide : Beginner's Guide.
Author:
Tracy, Sean.
ISBN:
9781849692069
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (458 pages)
Contents:
CryENGINE 3 Game Development Beginner's Guide -- Table of Contents -- CryENGINE 3 Game Development Beginner's Guide -- Credits -- About the Authors -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Time for action - heading -- What just happened? -- Pop quiz - heading -- Have a go hero - heading -- Reader feedback -- Customer support -- Downloading the example code -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. Introducing the CryENGINE 3 Free SDK -- What is the CryENGINE? -- Applying your vision -- Far Cry by Crytek - first-person shooter -- Aion by NCsoft - massively online role-playing game -- Crysis by Crytek - first-person shooter -- Crysis Warhead by Crytek - first-person shooter -- Crysis 2 by Crytek - first-person shooter -- CryENGINE 3 Free SDK -- What's in it for me? -- Do I need a full team to develop with the CryENGINE? -- Learning by example -- Time for action - installing the CryENGINE 3 Free SDK -- What just happened? -- Come in...stay awhile -- Time for action - load the sample map in the launcher -- What just happened? -- Visual Studio Express and C++ game code -- Acquiring the sample source assets -- Time for action - installation of the 3ds Max exporter Plugin -- What just happened? -- Time for action - downloading and opening the sample assets -- What just happened? -- Time for action - installing the Adobe Photoshop plugin-CryTif -- What just happened? -- CryENGINE 3 Sandbox -- Time for action - starting Sandbox and WYSIWYP -- What just happened? -- Getting around in the Sandbox Editor -- Time for action - manipulating the perspective camera -- What just happened?.

Handling level objects -- Time for action - selecting and browsing objects -- What just happened? -- Time for action - saving our work -- What just happened? -- Have a go hero - free your mind -- Summary -- 2. Breaking Ground with Sandbox -- What makes a game? -- Reducing, reusing, recycling -- Developing out of the box -- Time for action - creating a new level -- What just happened? -- Using the right Heightmap Resolution -- Scaling your level with Meters Per Unit -- Calculating the real-world size of the terrain -- Using or not using terrain -- Time for action - creating your own heightmap -- What just happened? -- Have a go hero - using additional brush settings -- Using alternative ways for creating terrain -- Generating procedural terrain -- Have a go hero - generating procedural terrain -- Importing a pre-made heightmap -- Pop quiz - level size and scale -- Creating terrain textures -- Time for action - creating some basic terrain texture layers -- What just happened? -- Adding altitude and slope -- Adjusting the tile resolution -- Pop Quiz - terrain texture layers -- Creating vegetation -- Time for action - creating some flora for your level -- What just happened ? -- Time for action - setting up time of day and its basic parameters -- What just happened? -- Have a go hero - moving the sun -- Adding Atmosphere -- Summary -- 3. Playable Levels in No Time -- Building levels with entities and objects -- Starting a level -- Creating a spawn point -- Time for action - creating a spawn point -- What just happened? -- Landmarks to guide the player -- Using roads in levels -- Time for action - creating a road object -- What just happened? -- Have a go hero - mastering roads -- Utilizing layers to organize level objects -- Time for action - creating and managing layers -- What just happened?.

Have a go hero - utilizing layers for multiple developer collaboration -- Adding objects using the asset browser -- Time for action - adding brushes to the level -- What just happened? -- White boxing -- White boxing using Constructive Solid Geometry (CSG) -- Time for action - creating constructive solid geometry -- What just happened? -- Have a go hero -- Adding characters with Artificial Intelligence (AI) -- Time for action - place a basic AI entity -- What just happened? -- Have a go hero -- Create an archetype entity -- Time for action - creating your own archetype -- What just happened? -- Pop quiz - essential game objects -- Exporting to engine -- Time for action - exporting your level to engine -- What just happened? -- Have a go hero -- Summary -- 4. I'm a Scripter, Not a Coder -- Scripting and the CryENGINE 3 -- Lua usage in the CryENGINE 3 -- Visual scripting with Flow Graph -- Scripted events -- Time for action - making a Flow Graph to spawn the player at a specific location -- What just happened? -- Component and entity nodes -- Composition of flow nodes -- Have a go hero - experimenting with different flow nodes -- Using trigger entities with Flow Graph -- Time for action - adding a trigger to Flow Graph and outputting its status -- What just happened? -- Pop quiz - scripting -- AI scripting with Flow Graph -- Time for action - creating a patrolling AI -- What just happened? -- Debugging Flow Graphs using the visual debugger -- Time for action - debugging the patrol Flow Graph -- What just happened? -- Using breakpoints with the visual debugger -- Time for action - adding and removing breakpoints -- What just happened? -- Summary -- 5. C++ and Compiling Your Own Game Code -- Installing Visual C++ 2010 Express Edition -- Time for action - downloading and installing Visual C++ 2010 Express -- What just happened?.

Starting CryENGINE 3 with Visual Studio -- Time for action - starting CryENGINE with the debugger attached -- What just happened? -- Have a go hero - debugging the launcher -- Breakpoints, watches, and code -- Time for action - setting up your first breakpoint -- What just happened? -- Have a go hero - stepping through the code -- Create a new Lua entity and call C++ code to interact with it -- Time for action - creating a new entity -- What just happened? -- Time for action - placing your entity into your level -- What just happened? -- How to interact with entities via Lua script -- Time for action - making the teleporter usable -- What just happened? -- Have a go hero - adding Flownode input/outputs to your Lua entity -- Time for some real code -- Time for action - writing a new scriptbind function in C++ -- What just happened? -- Call the new C++ function from your Lua script -- Time for action - changing the teleporter entity to execute the C++ code -- What just happened? -- Have a go hero - doing the complete teleporter logic in C++ -- CryENGINE specific data types -- Pop quiz - Lua entities and scriptbind functions -- Summary -- 6. User Interface and HUD Creation with Flash -- Adobe Flash as a very powerful UI design tool -- Time for action - creating a new Flash asset with Adobe Flash -- What just happened? -- Have a go hero - adding a crosshair to the HUD -- Bringing your Flash asset into CryENGINE 3 -- Time for action - bringing your Flash asset into CryENGINE 3 -- What just happened? -- Time for action - making functions, variables, and movieclips accessible in CryENGINE 3 -- What just happened? -- Different alignment modes for UI elements -- Dynamic alignment -- Fixed and fullscreen alignment -- Using the UI Emulator to display and test your asset -- Time for action - starting Sandbox and testing your UIElement -- What just happened?.

Have a go Hero - extending the ActionScript function -- Creating a new UI Action for the new HUD -- Time for action - making the HUD work -- What just happened? -- Have a go Hero - hiding the crosshair if the weapon is zoomed -- Basic event handling from Flash to CryENGINE 3 -- Time for action - creating a simple interactive menu -- What just happened? -- UI Emulator, UI Actions, and FreeSDK example menus -- UI Actions - Flow Graphs to control the UI -- UI Action is a standalone, level-independent Flow Graph -- UI Action can have start and end nodes -- UI Action can be in a disabled state -- UI Actions support multitriggering -- UIEventSystems and UI Emulator to test your UI -- Time for action - using the UI Emulator to test the FreeSDK demo menus -- What just happened? -- Have a go Hero - creating a new menu page -- Pop quiz - UI Actions -- Summary -- 7. Creating Assets for the CryENGINE 3 -- What are assets? -- Understanding the CryENGINE 3 asset pipeline -- Exploring the CryENGINE 3 asset file types -- Following a workflow for artists -- Working with units and scale in CryENGINE 3 -- Time for action - setting up 3ds Max units to match CryENGINE scale -- What just happened? -- Matching grid and snap settings between 3ds Max and Sandbox -- Using real-world measurement reference -- Creating textures for the CryENGINE -- Time for action - creating your own texture -- What just happened? -- Working with the CryTIF (.TIF) format -- Creating and exporting custom assets -- Time for action - creating and exporting your first model -- What just happened? -- Using a physics proxy instead of the render geometry for collision -- Adjusting physical dynamics with user-defined properties -- Creating destructible objects -- Time for action - making your object destructible -- What just happened? -- Have a go hero - use some of the other breakability types.

Specifying physics and render dynamics with user defined properties.
Abstract:
Discover how to use the CryENGINE 3 free SDK, the next-generation real-time game development tool.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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