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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

Flowgraph modules


The flowgraph module system allows flowgraphs to be exported as a module that can be triggered from another graph.

By creating modules, we can reuse logic in multiple levels without having to maintain several versions of the same graph. It's also possible to send and receive unique data to and from the modules, allowing dynamic logic in a very modular manner.

Creating a module

To start with creating your own module, open the Flowgraph Editor and select File | New FG Module... | Global:

In the resulting Save dialog box, save the module with a name of your choice. You'll then be shown the default view of a module:

The module contains two nodes by default; Module:Start_MyModule and Module:End_MyModule.

  • Module:Start_MyModule contains three output ports:

    • Start: This is called when the module is loaded

    • Update: This is called when the module should be updated

    • Cancel: This is called when the module should cancel, and it is connected to the Cancel input of Module:End_MyModule by default...

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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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