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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

The Artificial Intelligence (AI) system


The CryENGINE AI system was designed to allow easy creation of custom AI actors flexible enough to handle a larger set of complex and different worlds.

Before we start looking into the native implementation of the AI system, we have to mention one very important fact: AI is not the same as an actor, and should never be confused as such.

In CryENGINE, AI still relies on an underlying actor implementation, commonly the exact same one as used by players. However, the implementation of the AI itself is done separately via the AI system, which in turn sends movemAent input, and so on to the actor.

Scripting

The main idea of CryENGINE's AI system is based on lots and lots of scripting. Instead of forcing programmers into modifying the complex CryAISystem module, it's possible to create new AI behaviors using Lua scripts contained in the Scripts/AI and Scripts/Entities/AI directories.

Note

The AI system is currently largely hardcoded to usage of the .lua scripts...

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