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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

Concept of flowgraphs

For years, writing code has been the primary, if not the exclusive method of creating behaviors and logic for games. Let's take the example of a level designer, building a combat section for the latest title.

Traditionally, the said designer would have to ask a programmer to create the logic for this scenario. This has several problems:

  • It creates a disconnect between the design and the implementation
  • Programmers are forced into spending time which is really a designer's job
  • The designer has no immediate feedback on how his/her section plays out

This is the problem that CryENGINE's flowgraph, often referred to as FG, solves. It provides a set of flownodes, best thought of as convenient Lego blocks of logic, which the designer can utilize to piece together entire scenarios. No more requests to the game code team; designers can go ahead and realize their ideas instantly! We'll discuss creating the nodes themselves in more detail later, but for now, let...

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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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