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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

Camera handling


Player-controlled actors manage the viewport camera within the IActor::UpdateView(SViewParams &viewParams) and IActor::PostUpdateView(SViewParams &viewParams) functions.

The SViewParams struct is used to define camera properties such as position, rotation, and field of view. By modifying the viewParams reference inside the UpdateView method, we can move our camera to the position we require for our game.

Note

CryMono actors receive and handle the UpdateView(ref ViewParams viewParams) and PostUpdateView(ref ViewParams viewParams) events in the same way C++ actors do.

Implementing IGameObjectView

In order to get view events, we'll need to implement and register a game object view. To do so, start by deriving from IGameObjectView, and implement the following two pure virtuals it includes:

  • UpdateView: This is called to update the view position, rotation, and field of view

  • PostUpdateView: This is called after having updated the view

After implementing the game object view, we...

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