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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

Introducing the actor system

We learned what game object extensions were, and how to use them, in Chapter 3, Creating and Utilizing Custom Entities. We'll be building upon this knowledge to create a custom actor in C++ and C#.

Actors are represented by the IActor struct, and they are the game object extensions in the core. This means that each actor has a backing entity, and a game object to handle networking and the IActor extension.

Actors are handled by the IActorSystem interface, which manages the creation, removal, and registration of each actor.

Channel identifiers

In networked contexts, each player is assigned a channel ID and an index for the Net Nub, which we'll cover further in Chapter 8, Multiplayer and Networking.

Actor spawning

Player actors should be spawned when a client connects to the game, inside IGameRules::OnClientConnect. To spawn an actor, use IActorSystem::CreateActor as shown:

IActorSystem *pAS = gEnv->pGameFramework->GetIActorSystem();

pAS ->CreateActor...
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