Mastering CryENGINE

Raise your CryENGINE capabilities even higher with this superb guide. It will take you into a world of advanced features and amazing possibilities, teaching best practices and Lua scripting for sophisticated gameplay along the way.
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Mastering CryENGINE

Sascha Gundlach, Michelle K. Martin

Raise your CryENGINE capabilities even higher with this superb guide. It will take you into a world of advanced features and amazing possibilities, teaching best practices and Lua scripting for sophisticated gameplay along the way.
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Book Details

ISBN 139781783550258
Paperback278 pages

Book Description

CryENGINE is one of the most powerful real-time 3D engines available today; its rendering and real-time capabilities are unmatched. Mastering CryENGINE will take your CryENGINE skills to the next level, allowing you to unleash the full power of the engine. Whether you are working on a small mod or a large-scale production, the user-friendly steps and illustrations in this book will help you master the wide range of features of the CryENGINE toolkit.

The book begins with the setting up of a CryENGINE-ready production pipeline, further introducing you to the advanced features of CryENGINE. You will learn advanced techniques, best practices, and various methods utilized in production by CryENGINE veterans. You will also explore how to use the Lua scripting language to build more sophisticated gameplay elements.

Table of Contents

Chapter 1: Setting Up the Perfect Pipeline
What is a production pipeline?
Importance of a strong pipeline
Version control for CryENGINE projects
Automated builds and build scripts
Automated performance tests
Build integration
Quality assurance processes
Understanding issue tracking in CryENGINE
Summary
Chapter 2: Using the CryENGINE Input System – Keyboard, Mouse, and Game Controller
The CryENGINE input system
Game actions
User profiles
The input event names reference
Summary
Chapter 3: Building Complex Flow Graph Logic
Who uses the flow graph system?
A more complex application of the flow graph
Revisiting the basics of flow graphs
Flow graph data format and storage
The entity nodes with dynamic targets
Let's take a shortcut
Embedding the flow graphs
GameTokens
Creating nodes in C++ and Lua
Summary
Chapter 4: Morphs and Bones – Creating a Facial Setup for Your Character
Creating a facial setup for a character
Facial animation
The Lip Sync feature
Summary
Chapter 5: Mastering Sandbox
Don't stop getting better
Getting faster with keyboard shortcuts
Customizing Sandbox
Working with cameras
Exploring Sandbox custom commands and macros
Looking at some lesser-known features
Summary
Chapter 6: Utilizing Lua Script in CryENGINE
Understanding the relevance of the Lua script in CryENGINE
Lua-based entities
Making an entity multiplayer-ready
Using the state machine
Using script binds
Using engine callbacks
Using the Lua debugger
Summary
Chapter 7: Animating Characters
The CryENGINE animation system
Introducing CryMannequin
Extending the state machine
Playing animations without CryMannequin
Summary
Chapter 8: Mastering the Smart Objects System
What are SmartObjects?
Where the Smart Objects system is used
Smart Objects categories
The concept of the SmartObject system
The SmartObjects editor
Creating a new SmartObject rule
Testing the SmartObject rule
Summary
Chapter 9: Eye Candy – Particles, Lens Flares, and More
Types of eye candy
Particle effects
Lens flares
Postprocessing effects and the flow graph
Postprocessing in TrackView
Performance considerations
Summary
Chapter 10: Shipping the Build
Getting your game ready to ship
Tackling legal issues
Preparing your build
Creating an installer
Summary

What You Will Learn

  • Build a solid and flexible CryENGINE production pipeline
  • Use the CryENGINE input system to react to mouse, keyboard, and game controllers and to filter the input when needed
  • Create a facial setup for your characters and lip synch to audio
  • Use Lua script to create new, powerful entities for your game
  • Use CryMannequin to set up and trigger animations
  • Add some eye candy to your game using the particle system, the lens flare editor, and CryENGINE's real-time post processing effects
  • Get your game ready to ship and make sure your build is ready to go out to the public

Authors

Table of Contents

Chapter 1: Setting Up the Perfect Pipeline
What is a production pipeline?
Importance of a strong pipeline
Version control for CryENGINE projects
Automated builds and build scripts
Automated performance tests
Build integration
Quality assurance processes
Understanding issue tracking in CryENGINE
Summary
Chapter 2: Using the CryENGINE Input System – Keyboard, Mouse, and Game Controller
The CryENGINE input system
Game actions
User profiles
The input event names reference
Summary
Chapter 3: Building Complex Flow Graph Logic
Who uses the flow graph system?
A more complex application of the flow graph
Revisiting the basics of flow graphs
Flow graph data format and storage
The entity nodes with dynamic targets
Let's take a shortcut
Embedding the flow graphs
GameTokens
Creating nodes in C++ and Lua
Summary
Chapter 4: Morphs and Bones – Creating a Facial Setup for Your Character
Creating a facial setup for a character
Facial animation
The Lip Sync feature
Summary
Chapter 5: Mastering Sandbox
Don't stop getting better
Getting faster with keyboard shortcuts
Customizing Sandbox
Working with cameras
Exploring Sandbox custom commands and macros
Looking at some lesser-known features
Summary
Chapter 6: Utilizing Lua Script in CryENGINE
Understanding the relevance of the Lua script in CryENGINE
Lua-based entities
Making an entity multiplayer-ready
Using the state machine
Using script binds
Using engine callbacks
Using the Lua debugger
Summary
Chapter 7: Animating Characters
The CryENGINE animation system
Introducing CryMannequin
Extending the state machine
Playing animations without CryMannequin
Summary
Chapter 8: Mastering the Smart Objects System
What are SmartObjects?
Where the Smart Objects system is used
Smart Objects categories
The concept of the SmartObject system
The SmartObjects editor
Creating a new SmartObject rule
Testing the SmartObject rule
Summary
Chapter 9: Eye Candy – Particles, Lens Flares, and More
Types of eye candy
Particle effects
Lens flares
Postprocessing effects and the flow graph
Postprocessing in TrackView
Performance considerations
Summary
Chapter 10: Shipping the Build
Getting your game ready to ship
Tackling legal issues
Preparing your build
Creating an installer
Summary

Book Details

ISBN 139781783550258
Paperback278 pages
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