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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

Profiling

When working with real-time products such as CryENGINE, programmers constantly have to consider the performance of their code. To aid in this, we'll be able to use the profile console variable.

The CVar allows for getting visual statistics on the most intensive parts of your code as shown in the following screenshot:

Profiling

In the previous screenshot, profile was set to 1, the default mode, which sorts the most intensive functions being called for each frame.

Profile usages

Currently, the profile variable supports 13 different states as listed in the following table:

Value

Description

0

Default value; when this is set, the profiling system will be inactive.

1

Self time

2

Hierarchical time

3

Extended self time

4

Extended hierarchical time

5

Peaks time

6

Subsystem info

7

Calls number

8

Standard deviation

9

Memory allocation

10

Memory allocation (in bytes)

11

Stalls

-1

Used to enable the profiling system, without drawing information to the screen.

Profiling in...

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