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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

A tour of the Flowgraph Editor

Flowgraphs are saved on the disk as XML files, but can be parsed and edited by the Flowgraph Editor in order to provide a visual interface to the process of creating game logic.

A tour of the Flowgraph Editor

Components

This section of the Editor contains all the flownodes in your project, organized into neat categories. Let's take a quick look inside this, open up the Misc folder. You should be presented with a set of nodes, assigned to categories:

Components

Terminology

  • Graph: This refers to a context containing a set of nodes linked to each other.
  • Node: This is a visual representation of a class that can receive data and events from its input ports, as well as send data via its output ports. It is connected to other nodes in graphs to create logic.
  • Port: This is a visual representation of a function. Nodes can specify multiple input and output ports, and can then send or receive events from them.

Component categories

You may be missing the node marked as Debug here; CryENGINE assigns categories to...

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CryENGINE Game Programming with C++, C#, and Lua
Published in: Nov 2013
Publisher: Packt
ISBN-13: 9781849695909
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