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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

Player inputs


Actors tend to be pretty boring when you can't control them. To aid in mapping events to inputs, we can make use of the following three systems:

System name

Description

IHardwareMouse

Used when there is a need for getting mouse events directly, such as x/y screen position and mousewheel delta.

IActionMapManager

Allows the registration of callbacks linked to key bindings. This is the preferred approach for keyboard and mouse button input due to it allowing each player to customize their preferred inputs via their action map profile.

Action maps are commonly exposed via an in-game interface to simplify key mapping for the end user.

IInput

Used to listen to raw input events, for example, to detect when the Space bar was pressed or released.

It is not recommended to use raw input except for rare edge cases such as chat and text input, instead action maps are preferable.

The hardware mouse

The hardware mouse implementation provides the IHardwareMouseEventListener struct to...

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