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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

Introduction


In this chapter, we will explore the fundamentals, as well as some advanced techniques, to creating real-time game assets for the CryENGINE 3.

Throughout this chapter, we will use 3dsMAX2010 and all examples will assume a basic understanding of that package.

Note

CryENGINE 3 also supports Maya; see mycryengine.com for more details.

The CryENGINE 3 using a system that considers two types of assets:

  • Source assets, which include .TIF format textures and any other uncompressed information

  • Target assets, which include .DDS and other compressed data and may be specific to the target platform (Xbox, PS3, and others)

The handling of these different file types is by the resource compiler, which is explained in Chapter 1, CryENGINE 3: Getting Started.

We will follow the overall explanation of the asset pipeline for CryENGINE by exploring each step from start to finish.

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