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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

Physicalized entity type details


There are a number of parameters, actions, and statuses for the default physicalized entity implementation. We have listed a selection of their most commonly used types:

Common parameters

  • pe_params_pos: This is used to set the position and orientation of the physical entity.

  • pe_params_bbox: This allows forcing an entity's bounding box to a specific value, or querying it when used with GetParams, as well as querying intersections.

  • pe_params_outer_entity: This allows specifying an outer physical entity. Collisions with the outer entity will be ignored if they occur within the bounding box of it.

  • pe_simulation_params: This sets simulation parameters for compatible entities.

Common actions

  • pe_action_impulse: This applies a one-time impulse to the entity.

  • pe_action_add_constraint: This is used to add a constraint between two physical entities. For example, an ignore constraint could be used to make a ghost walk through walls.

  • pe_action_set_velocity: This is used to force...

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