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CryENGINE 3 Cookbook

You're reading from   CryENGINE 3 Cookbook Over 90 recipes written by Crytek developers for creating third-generation real-time games

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Product type Paperback
Published in Jun 2011
Publisher Packt
ISBN-13 9781849691062
Length 324 pages
Edition 1st Edition
Languages
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Authors (2):
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Sean P Tracy Sean P Tracy
Author Profile Icon Sean P Tracy
Sean P Tracy
Dan Tracy Dan Tracy
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Dan Tracy
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Table of Contents (18) Chapters Close

CryENGINE 3 Cookbook
Credits
About the Authors
www.PacktPub.com
Preface
1. CryENGINE 3: Getting Started FREE CHAPTER 2. Sandbox Basics 3. Basic Level Layout 4. Environment Creation 5. Basic Artificial Intelligence 6. Asset Creation 7. Characters and Animation 8. Creating Vehicles 9. Game Logic 10. Track View and Cut-Scenes 11. Fun Physics 12. Profiling and Improving Performance Index

Preface

With the overall complexity involved in creating games becoming exceedingly difficult and expensive with every successive console generation, many game developers have turned to middleware engines, such as the CryENGINE, that offer a complete pipeline for the game development process. CryENGINE is a perfect fit for most developers as it allows users to create their content quickly and easily and thus, allow games to meet and exceed current generation quality standards and still be created by fewer and fewer people.

As CryENGINE 3 is globally recognized as one of the world's most powerful real-time middleware development platforms, with this book we will deliver the best of what the engine has to offer. Through the use of CryENGINE's intuitive and powerful toolset, named Sandbox, designers, artists, animators, and even programmers will be treated to real-time creation and iteration tools for bringing their visions to life.

What this book covers

Chapter 1, Getting Started, helps you set up the entire CryENGINE 3 Software Development Kit, which can be a difficult task. This chapter will guide you through the stages in setting up the required folder structure and how to set up your layout for the Sandbox Editor.

Chapter 2, Sandbox Basics, helps you to learn the basic and most commonly used features provided by Sandbox.

Chapter 3, Basic Level Layout, helps you create your first Level Layout within the Sandbox Editor and learn some of the more advanced techniques used by designers for object placement and manipulation.

Chapter 4, Environment Creation, utilizes the CryENGINE 3 rendering tools to create photorealistic environments.

Chapter 5, Basic Artificial Intelligence, helps you learn the basics of how to the use AI to navigate in your levels.

Chapter 6, Asset Creation, helps you learn the pipeline of asset creation and export your 3D models to the CryENGINE format.

Chapter 7, Characters and Animation, describes how to create new characters to be used in the engine along with your own custom animations.

Chapter 8, Creating Vehicles, describes how to create a new vehicle from scratch and set up the entity code required so your players can drive.

Chapter 9, Game Logic, helps you to get started with the highly versatile Flow Graph Editor and create many useful scripts used in the level.

Chapter 10, Track View and Cut-Scenes, helps you to learn how to create your own cinematic cut-scenes within CryENGINE.

Chapter 11, Fun Physics, describes how to set up some enjoyable physics contraptions using CryENGINE 3's physics system.

Chapter 12, Profiling and Improving Performance, helps you to learn the tools behind profiling your levels and discover the best methods for improving performance.

What you need for this book

The Software Development Kit version of the CryENGINE is used for all examples in this book, thus, the reader should have a version of the development kit to be able to follow the recipes contained in this book.

Who this book is for

This book is written with the casual and professional developer in mind. With that said, it is important that the readers have some fundamental knowledge of some Digital Content Creation Tools, such as Photoshop and 3d Studio Max. Though not a fundamental requirement, having some basic knowledge of real-time graphics software and, consequently, the terminology used will make the goal of these recipes more clear.

Conventions

In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning.

Code words in text are shown as follows: "The level must also be inside of your Build folder."

A block of code is set as follows:

<DamageMultipliers>
  <DamageMultiplier damageType="bullet" multiplier="0.125"/>
  <DamageMultiplier damageType="collision" multiplier="1"/>
</DamageMultipliers>

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

<DamageMultipliers>
  <DamageMultiplier damageType="bullet" multiplier="0.125"/>
  <DamageMultiplier damageType="collision" multiplier="1"/>
</DamageMultipliers>

New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes for example, appear in the text like this: "To open an existing level, we need to access the File menu."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

Reader feedback

Feedback from our readers is always welcome. Let us know what you think about this book—what you liked or may have disliked. Reader feedback is important for us to develop titles that you really get the most out of.

To send us general feedback, simply send an e-mail to , and mention the book title via the subject of your message.

If there is a book that you need and would like to see us publish, please send us a note in the SUGGEST A TITLE form on www.packtpub.com or e-mail .

If there is a topic that you have expertise in and you are interested in either writing or contributing to a book, see our author guide on www.packtpub.com/authors.

Customer support

Now that you are the proud owner of a Packt book, we have a number of things to help you to get the most from your purchase.

Downloading the example code and colored graphics for this book

You can download the example code files for all Packt books you have purchased from your account at http://www.PacktPub.com. If you purchased this book elsewhere, you can visit http://www.PacktPub.com/support and register to have the files e-mailed directly to you.

Errata

Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you find a mistake in one of our books—maybe a mistake in the text or the code—we would be grateful if you would report this to us. By doing so, you can save other readers from frustration and help us improve subsequent versions of this book. If you find any errata, please report them by visiting http://www.packtpub.com/support, selecting your book, clicking on the errata submission form link, and entering the details of your errata. Once your errata are verified, your submission will be accepted and the errata will be uploaded on our website, or added to any list of existing errata, under the Errata section of that title. Any existing errata can be viewed by selecting your title from http://www.packtpub.com/support.

Piracy

Piracy of copyright material on the Internet is an ongoing problem across all media. At Packt, we take the protection of our copyright and licenses very seriously. If you come across any illegal copies of our works, in any form, on the Internet, please provide us with the location address or website name immediately so that we can pursue a remedy.

Please contact us at with a link to the suspected pirated material.

We appreciate your help in protecting our authors, and our ability to bring you valuable content.

Questions

You can contact us at if you are having a problem with any aspect of the book, and we will do our best to address it.

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