CryENGINE 3 Game Development: Beginner's Guide

More Information
Learn
  • Learn to navigate within the CryENGINE 3 Sandbox.
  • Learn to create your own worlds by following straightforward examples to sculpt and mould the terrain and place vegetation.
  • Learn to model with the integrated tools available to designers and artist in the CryENGINE3 Sandbox.
  • Learn methods of visual scripting used to create amazingly complex scripted events
  • Learn how to start creating and compile C++ game code to create your own custom game.
  • Learn to use Autodesk Scaleform to create high fidelity 3d heads up displays and menus for the player.
  • Learn how to create your own custom characters and objects for use within the examples.
  • Learn to create your own cut scenes, animations and videos using the power of the CryENGINE3 engine to maximize the output.
  • Learn to use FMOD designer along with the CryENGINE 3 to add sound and music to your game.
  • Explore some of the key performance and optimization strategies for levels and learn to share your content with others.
About

CryENGINE is a complete game development environment used by AAA game development studio Crytek to produce blockbuster games such as Crysis 1, 2 and 3. This complete Beginner's Guide takes the would be game developer through the steps required to create a game world complete with event scripting, user interface and 3D environment in the free CryENGINE SDK.

Learn to create game worlds with the CryENGINE 3 Sandbox, the tool used to create AAA games like the soon to be released Crysis 3. Follow straightforward examples to sculpt the terrain, place vegetation, set up lighting, create game sounds, script with Lua and code with C++.

Learn to navigate the interface within the CryENGINE 3 Sandbox, the tool used to create AAA games like Crysis 1 and 2, as well as the soon to be released Crysis 3. Learn to create your own worlds by following straight forward examples to sculpt the terrain, place vegetation, set up lighting, create game sounds, and script with the Lua language. The book covers all beginner aspects of game development including an introduction to C++ for non- coders.

Features
  • Begin developing your own games of any scale by learning to harness the power of the Award Winning CryENGINE 3 game engine
  • Build your game worlds in real-time with CryENGINE 3 Sandbox as we share insights into some of the tools and features useable right out of the box.
  • Harness your imagination by learning how to create customized content for use within your own custom games through the detailed asset creation examples within the book.
  • Contains C++ programming examples designed to expose powerful game customization opportunities available to game programmers.
  • Translate your game design into a functioning game by following the easy step by step examples exploring level building, visual scripting, and many of the other tools within CryENGINE 3.
Page Count 354
Course Length 10 hours 37 minutes
ISBN 9781849692007
Date Of Publication 20 Sep 2012
What is the CryENGINE?
Applying your vision
CryENGINE 3 Free SDK
Learning by example
Time for action – installing the CryENGINE 3 Free SDK
Time for action – load the sample map in the launcher
Visual Studio Express and C++ game code
Acquiring the sample source assets
Time for action – installation of the 3ds Max exporter Plugin
Time for action – downloading and opening the sample assets
Time for action – installing the Adobe Photoshop plugin-CryTif
CryENGINE 3 Sandbox
Time for action – starting Sandbox and WYSIWYP
Getting around in the Sandbox Editor
Time for action – manipulating the perspective camera
Handling level objects
Time for action – selecting and browsing objects
Time for action – saving our work
Summary
Adobe Flash as a very powerful UI design tool
Time for action – creating a new Flash asset with Adobe Flash
Bringing your Flash asset into CryENGINE 3
Time for action – bringing your Flash asset into CryENGINE 3
Time for action – making functions, variables, and movieclips accessible in CryENGINE 3
Different alignment modes for UI elements
Using the UI Emulator to display and test your asset
Time for action – starting Sandbox and testing your UIElement
Creating a new UI Action for the new HUD
Time for action – making the HUD work
Basic event handling from Flash to CryENGINE 3
Time for action – creating a simple interactive menu
UI Emulator, UI Actions, and FreeSDK example menus
Time for action – using the UI Emulator to test the FreeSDK demo menus
Summary
Discovering the Track View editor
Time for action – creating a new sequence
Animating a camera in Track View
Time for action – animating a camera
Triggering a sequence using Flow Graph
Time for action – triggering a sequence
Animating entities in Track View
Time for action – animating an entity in Track View
Playing animations on entities in Track View
Time for action – playing an animation on an entity in Track View
Using Console Variables in Track View
Time for action – adding a Console Variable to a sequence
Using Track Events
Time for action – creating some Track Events for a sequence
Capturing video from CryENGINE 3
Time for action – capturing frames from CryENGINE
Summary
Profiling performance in Sandbox
Time for action – enabling and reading display info
Saving a level's statistics
Time for action – Save Level Statistics
Enabling Debug Draw modes
Time for action – enabling Debug Draw modes
Profiles
Time for action – using profiles to break down frame-time performance
Optimizing levels with VisAreas and Portals
Time for action – set up a VisArea
Light clipping boxes and areas
Time for action – create a light clipping box
Activating and deactivating layers
Time for action – use layer switching logic
Packaging your content to share
Time for action – create a team, project, and share an upload
Summary

Authors

Sean Tracy

Sean Tracy is Crytek’s Senior Field Application Engineer for the award-wining CryENGINE. He is responsible for adapting the engine and its features to individual licensees, as well as developing full technical and ‘vertical slice’ demos for prospective and existing clients. Describing himself as a ‘generalizing specialist’, he also gives support directly to CryENGINE licensees, while designing and maintaining their workflows, pipelines and development techniques. Sean was recruited by Crytek in 2008 after working as an electronics technician for the Canadian Military. He was recruited due to his role in founding and leading development on the award winning total conversion project ‘MechWarrior:Living Legends’. Since then, he has been featured in numerous gaming magazines and has been invited to speak at many game related trade shows, conferences and seminars. He is an avid gamer with extensive modding experience on titles including Never Winter Nights, Battlefield, Doom and Quake.

Paul Reindell

Paul Reindell has been an Engine Programmer in the SDK Team since June 2010. He is responsible for UI programming, next generation features and development of new tools for the CryENGINE 3 Sandbox, as well as forum support for CryENGINE licensees. He also worked on projects for licensees or evaluators. During his diploma theses Paul started as an Intern at Crytek in March 2010. He finished his diploma thesis successfully in June and started directly as a Junior Programmer in the SDK team. During his academic studies he created a mod prototype with CryENGINE 2 (GarbageWarz) and during his diploma thesis he was able to connect CryENGINE 3 successfully with a Headtracking API. Before working at Crytek he worked for three years as a programmer at DENSO, in Germany, beside his studies.