Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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.

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

Manipulating static objects at runtime

In this section we are going to learn how to modify a static mesh at runtime, allowing for the manipulation of render and physical meshes during gameplay.

To do this, firstly we need to obtain the IStatObj instance of our object. For example, if you're modifying an entity, you can use IEntity::GetStatObj as shown:

IStatObj *pStatObj = pMyEntity->GetStatObj(0);

Note

Note that we passed 0 as the first parameter to IEntity::GetStatObj. This is done in order to get the object with the highest Level of Detail (LOD). This means that changes made to this static object will not be reflected in its other LODs.

You now have a pointer to an interface holding the static object data for your model.

We can now call IStatObj::GetIndexedMesh or IStatObj::GetRenderMesh. The latter is most likely the best place to start, as it is constructed from the optimized indexed mesh data as shown in the following code:

IIndexedMesh *pIndexedMesh = pStatObj->GetIndexedMesh...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image