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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

The console

Although not directly linked to debugging, the CryENGINE console provides the means for creating commands that can execute functions directly from the game, and the creation of variables that can be modified to change the way the world behaves.

Note

Fun fact: by using the hashtag (#) sign in the console, we can execute Lua directly in-game, for example, #System.Log("My message!");

Console variables

Console variables, commonly referred to as CVars, allow the exposure of variables in your code to the CryENGINE console, effectively allowing the tweaking of settings at runtime or through config (.cfg) files.

Pretty much every subsystem uses console variables at runtime in order to tweak the behaviour of systems without requiring code modifications.

Registering a CVar

When registering a new CVar, it's important to distinguish between by-reference variables and wrapped variables.

The difference is that a by-reference CVar points to a variable defined in your own code that updated...

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