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CryENGINE 3 Game Development: Beginner's Guide

You're reading from   CryENGINE 3 Game Development: Beginner's Guide Discover how to use the CryENGINE 3 free SDK, the next-generation, real-time game development tool with this book and ebook.

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Product type Paperback
Published in Sep 2012
Publisher Packt
ISBN-13 9781849692007
Length 354 pages
Edition 1st Edition
Languages
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Table of Contents (18) Chapters Close

CryENGINE 3 Game Development Beginner's Guide
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Introducing the CryENGINE 3 Free SDK 2. Breaking Ground with Sandbox FREE CHAPTER 3. Playable Levels in No Time 4. I'm a Scripter, Not a Coder 5. C++ and Compiling Your Own Game Code 6. User Interface and HUD Creation with Flash 7. Creating Assets for the CryENGINE 3 8. Creating Real-time Cutscenes and Cinematic Events 9. Immersion through Audio Design 10. Preparing to Share Your Content Pop Quiz Answers Index

Setting up a project structure


The sound system is composed of several projects. Each project is a well-defined set of sound events. These events can be structured into event groups and independently added to a category. A project must first be exported for it to be loaded into the event system, and only then can one of its events be played. The build project step generates an event datafile and several wavebanks.

Note

CryENGINE does not allow for nested project folders (for example, folder1/folder2/fmodproject.fdp), so you must always use one folder per project to avoid project files not being recognized in the CryENGINE.

Event grouping

An event group holds several sound events. The workflow for a designer is straightforward as he/she organizes similar events into a group. The programmer can then preload all sound data of a specific group or free the data of a group if its events are no longer needed for saving valuable memory.

Using categories

A category is part of a hierarchical structure,...

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