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

The CryENGINE folder structure

See the following table for an explanation of the CryENGINE folder structure:

Folder name

Description

Bin32

Contains all 32-bit executables and libraries used by the engine.

Bin64

Contains all 64-bit executables and libraries used by the engine.

Editor

Editor configuration folder, contains common editor helpers, styles, and more.

Engine

Used as a central folder for assets used by the engine itself, not any particular game.

Shaders and configuration files are stored here.

Game

Each game contains a game folder, which includes all its assets, scripts, levels, and so on.

Does not have to be named "Game", but is dependent on the value of the sys_game_folder console variable.

Localization

Contains localization assets such as localized sounds and text for each language.

PAK files

The engine ships with the CryPak module, allowing for the storage of game content files in compressed or uncompressed archives. The archives use the .pak file extension.

When game content is requested, the CryPak system will query through all found .pak files in order to find the file.

File query priority

The PAK system prioritizes the files found in the loose folder structure over those in PAK, except when the engine was compiled in RELEASE mode. When that is the case, the file stored in a PAK system is preferred over the loose one.

If the file exists in multiple .pak archives, the one with the most recent filesystem creation date is used.

Attaching the debugger

Visual Studio allows you to attach the Debugger to your application. This allows you to use functionalities such as breakpoints; letting you stop at a specific line in your C++ source code, and step through the program execution.

To start debugging, open CE Game Programming Sample.sln and press F5, or click on the green play icon on the Visual Studio toolbar. If a No debug symbols could be found for Editor.exe message box appears, simply click on OK.

What just happened?

The CryENGINE Sandbox editor should now have started, with the Visual Studio Debugger attached. We can now place breakpoints in code, and watch program execution pause when that specific line of code is executed.

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