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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

Living

The living entity implementation is a specialized setup for handling actors and their movement requests.

Living entities have two states: on ground and in air. When on ground, the player will be "glued" to the ground until an attempt to detach it is made (by applying significant velocity away from the ground).

Note

Remember the animated character movement requests from Chapter 5, Creating Custom Actors? The system uses living entity pe_action_move requests in the core.

Unique parameters

  • pe_player_dimensions: This is used to set parameters related to the living entity's static properties, such as sizeCollider, and whether it should use a capsule or cylinder for the collision geometry
  • pe_player_dynamics: This is used to set dynamic parameters related to the living entity, such as inertia, gravity, and mass

Unique statuses

  • pe_status_living: This gets the current living entity status, including stats such as time flying, velocity, and ground normal
  • pe_status_check_stance: This...
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