Lua usage in the CryENGINE 3
In CryENGINE 3, there are various types of predefined Lua entities. These entities can have, attached to them, a script proxy. This appears in the form of a table that can include data and functions. For example, the AI system has behaviors and goal pipes written in scripts. Additionally, several game systems such as the actor, item system, vehicle system, and game rules rely on scripting to extend their functionalities.
Various systems in the CryENGINE expose script bind functions, which allow Lua scripts to call existing code written in C++. Using Lua scripts and entities will be discussed and demonstrated in the next chapter. In this chapter, we will focus on the visual scripting element of the CryENGINE 3 SDK termed Flow Graph.