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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 custom entity


Now that we've learned the basics of the entity system, it's time to create our first entity. For this exercise, we'll be demonstrating the ability to create an entity in Lua, C#, and finally C++.

Creating an entity using Lua

Lua entities are fairly simple to set up, and revolve around two files: the entity definition, and the script itself. To create a new Lua entity, we'll first have to create the entity definition in order to tell the engine where the script is located:

<Entity
  Name="MyLuaEntity"
  Script="Scripts/Entities/Others/MyLuaEntity.lua"
/>

Simply save this file as MyLuaEntity.ent in the Game/Entities/ directory, and the engine will search for the script at Scripts/Entities/Others/MyLuaEntity.lua.

Now we can move on to creating the Lua script itself! To start, create the script at the path set previously and add an empty table with the same name as your entity:

  MyLuaEntity = { }

When parsing the script, the first thing the engine does is search for...

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