What this book covers
Chapter 1, Introduction and Setup, covers getting up to speed with a brief overview of the engine, detailing its strengths, the possibilities it provides, and a step-by-step guide to set up your environment.
Chapter 2, Visual Scripting with Flowgraph, introduces you to the visual scripting tool, giving an easy passage to create game logic in an accessible visual manner.
Chapter 3, Creating and Utilizing Custom Entities, covers the entity system and how to use it to your advantage. Populate your game world with entities that range from simple physicalized objects to complex weather simulation managers.
Chapter 4, Game Rules, provides you with an in-depth look into the game rules system, giving you a standardized template for overarching game and session logic. It also teaches how to implement your own custom game modes in a variety of languages.
Chapter 5, Creating Custom Actors, details the creation of custom actor classes for both player-controlled entities and the basis of artificial intelligence.
Chapter 6, Artificial Intelligence, covers the process of creating a living and breathing world by using the built-in artificial intelligence solution.
Chapter 7, The User Interface, details the process of using Flash and Autodesk Scaleform to spice up your interface with everything from simple on-screen bitmaps to rendering interactive flash elements in the game world.
Chapter 8, Multiplayer and Networking, covers the work behind taking the engine online, and learning how to synchronize the game world across the network.
Chapter 9, Physics Programming, covers the inner workings of the physics system, and the process of creating physical interactions for everything from the largest of vehicles to the smallest particle effect.
Chapter 10, Rendering Programming, helps you to learn how the rendering system works, and how to use it to create and expand everything from render nodes to multiple viewports.
Chapter 11, Effects and Sound, details the workings of the FMod sound engine in use by CryENGINE, allowing you to implement convincing sound for your project.
Chapter 12, Debugging and Profiling, covers common ways of debugging your game, and the basics of using the console.