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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

Introducing the entity system


The entity system exists to spawn and manage entities in the game world. Entities are logical containers, allowing drastic changes in behavior at runtime. For example, an entity can change its model, position, and orientation at any point in the game.

Consider this; every item, weapon, vehicle, and even player that you have interacted with in the engine is an entity. The entity system is one of the most important modules present in the engine, and is dealt regularly by programmers.

The entity system, accessible via the IEntitySystem interface, manages all entities in the game. Entities are referenced to using the entityId type definition, which allows 65536 unique entities at any given time.

If an entity is marked for deletion, for example, IEntity::Remove(bool bNow = false), the entity system will delete this prior to updating at the start of the next frame. If the bNow parameter is set to true, the entity will be removed right away.

Entity classes

Entities are...

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