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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 a physicalized entity


Now that we know how the physics system works, we can create our own physicalized entity that can collide with other physicalized geometry in our scene:

Note

This section assumes that you have read Chapter 3, Creating and Utilizing Custom Entities.

In C++

Based on what we learned earlier, we know that we can physicalize a static entity via the PE_STATIC type:

  SEntityPhysicalizeParams physicalizeParams;
  physicalizeParams.type = PE_STATIC;

  pEntity->Physicalize(physicalizeParams);

Assuming that geometry had been loaded for the entity prior to calling IEntity::Physicalize, other physicalized objects will now be able to collide with our entity.

But what if we want to allow collisions to move our object in the world? That's where the PE_RIGID type comes into play:

  SEntityPhysicalizeParams physicalizeParams;
  physicalizeParams.type = PE_RIGID;
  physicalizeParams.mass = 10;

  pEntity->Physicalize(physicalizeParams);

Now, CryENGINE will know that our object...

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