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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 flowgraph

Now that we have a basic understanding of how the Flowgraph Editor works, let's dive right in and create our first flowgraph! You can close the Flowgraph Editor for the moment.

The flowgraph entity

The flowgraph entity is an extremely lightweight CryENGINE object, designed to be used when you need a flowgraph that isn't applied to any specific entity. Like all entities, it can be found in RollupBar inside Sandbox.

Note

If you're not sure what an entity is, skip this section until you have read Chapter 3, Creating and Utilizing Custom Entities.

The flowgraph entity

Spawning FlowgraphEntity

Select FlowgraphEntity and then either double-click and click again on the viewport, or click and drag it into the level. You should now see a whole new set of options in RollupBar, including entity params, material layers, but mostly important for us, the Entity: FlowgraphEntity section.

Attaching a new flowgraph

Inside the Entity: FlowgraphEntity section, we need to find the Flow Graph subsection...

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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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