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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

Rendering breakdown

The rendering of games is divided into two steps:

  1. Pre update
  2. Post update

Pre update

The initial step in rendering each frame to the scene occurs in the IGameFramework::PreUpdate function. Pre update is responsible for updating most game systems (such as flowgraph, view system, and more) and makes the initial call to ISystem::RenderBegin.

Note

PreUpdate is most commonly called from CGame::Update, in the stock CryGame.dll. Always keep in mind that this process only applies to the Launcher application; the Editor handles game updates and rendering uniquely.

RenderBegin signals the start of a new frame, and tells the renderer to set the new frame ID, clear buffers, and more.

Post update

After updating the game systems, it's time to render the scene. This initial step is done via the IGameFramework::PostUpdate function.

Prior to rendering, systems that are crucial to the new information retrieved from the game update done within and after PreUpdate must be updated. This includes...

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