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CryENGINE Game Programming with C++, C#, and Lua

You're reading from   CryENGINE Game Programming with C++, C#, and Lua For developers wanting to create 3D games, CryENGINE offers the intuitive route to success and this book is the complete guide to using it. Learn to use sophisticated tools and build super-real, super-addictive games.

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Product type Paperback
Published in Nov 2013
Publisher Packt
ISBN-13 9781849695909
Length 276 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (14) Chapters Close

Preface 1. Introduction and Setup 2. Visual Scripting with Flowgraph FREE CHAPTER 3. Creating and Utilizing Custom Entities 4. Game Rules 5. Creating Custom Actors 6. Artificial Intelligence 7. The User Interface 8. Multiplayer and Networking 9. Physics Programming 10. Rendering Programming 11. Effects and Sound 12. Debugging and Profiling Index

Debugging the game logic

Keeping your code bug-free can be very difficult, especially if you only rely on your debugger. CryENGINE exposes a number of systems for aiding the debugging of your code, even when you're not attached to the running process.

Always keep in mind which configuration you build the GameDll with. This can be changed before building your project in Visual Studio, as shown in the following screenshot:

Debugging the game logic

By default, there are three primary configurations as shown in the following table:

Configuration name

Description

Profile

Used when developing the application, makes sure debug databases are generated.

Debug

Used when you need compilation optimizations turned off, as well as extra CryENGINE helpers that are turned on specifically for this mode.

Release

This mode is meant to be used earlier for final builds that are sent to end users.

This configuration does a bunch of things, including disabling the generation of debug databases and multiple debug-only CryENGINE...

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