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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

Creating and triggering material effects

There are two ways to trigger custom material effects, as explained in the following sections

Automated playback based on physical interactions

When two materials collide due to a physical event, the engine will look up a material effect in Game/Libs/MaterialEffects/MaterialEffects.xml based on the surface types assigned to the materials. This allows various particles and sounds to be played when certain interactions occur.

For example, if a rock collides with wood, we can play a specific sound event along with wood splinter particles.

To start, open MaterialEffects.xml with Microsoft Excel.

Note

Although it's possible to modify the material effects document manually, this is not recommended due to the complicated nature of the Excel format.

Automated playback based on physical interactions

You should now see the material effects sheet inside your Excel application. The various surface types are laid out in a grid, and the intersection between the row and column defines which effect to use.

For example...

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