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Filip Lundgren - CryENGINE Game Programming with C++, C#, and Lua

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Filip Lundgren CryENGINE Game Programming with C++, C#, and Lua

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Get to grips with the essential tools for developing games with the awesome and powerful CryENGINE

Overview

  • Dive into the various CryENGINE subsystems to quickly learn how to master the engine
  • Create your very own game using C++, C#, or Lua in CryENGINE
  • Understand the structure and design of the engine

In Detail

CryENGINE is a complete 3D game development solution that can run on multiple platforms. It is orientated around giving intuitive tools to the developer. A variety of interactive video games can be created using CryENGINE. CryENGINE is one of the most beginner-friendly engines out there to learn. If you are interested in diving into the various systems and understanding their workings in a way that is easily understood, then this book is for you.

This book provides you with the knowledge to tame the powerful but hard-to-master CryENGINE. CryENGINE Game Programming with C++, C#, and Lua dives into the various systems and explains their workings in a way that can be easily understood by developers of all levels. It provides knowledge on the engine along with step-by-step exercises and detailed information on the backend implementation of the subsystems, giving you an excellent foundation to build upon when developing your own CryENGINE games.

Written by developers with years of CryENGINE experience, this book breaks down the common confusion that encompasses the CryENGINE engine code, guiding you through a series of chapters aimed towards giving you the ability to create your own games in a rapid yet productive fashion. You will learn everything you need to know in order to create your own CryENGINE-powered games as well as detailed information on how to use the engine to your advantage. By teaching systems such as audio, particle effects, rendering, AI, networking, and more, well be exposing the most inner parts of CryENGINE that commonly confuse programmers. If you want to quickly gain the knowledge required to create your own CryENGINE game title, then this book is for you.

What you will learn from this book

  • Make and modify Flowgraph nodes to give your visual scripting a clear advantage
  • Utilize custom entities, from simple physicalized objects to complex weather simulation managers
  • Control the flow of the game in real-time by creating game rules and modes
  • Create custom actors, in order to create unique elements controllable by human players
  • Use the Artificial Intelligence system to your advantage with custom AI units
  • Design custom User Interfaces to give your player a way to navigate the games menus and HUDs
  • Implement multiplayer and networking elements for your game, allowing several players to share the experience with each other
  • Master game physics and how to create your own physicalized objects that can interact with the game world
  • Understand the process of using and manipulating the CryENGINE renderer to your advantage, including custom shader authoring
  • Bring your game to life by introducing effects such as particles and sound
  • Debug and profile your game code to get the most out of the computers running your game
  • Implement stock GameDll systems such as vehicles and weapons

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CryENGINE Game Programming with C++, C#, and Lua

CryENGINE Game Programming with C++, C#, and Lua

Copyright 2013 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: November 2013

Production Reference: 1151113

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-590-9

www.packtpub.com

Cover Image by Carl-Filip Lundgren (<>)

Credits

Authors

Filip Lundgren

Ruan Pearce-Authers

Reviewers

Terry Evans

Chris Parthemos

Hendrik Polczynski

Ross Rothenstine

Acquisition Editor

Sam Wood

Lead Technical Editor

Arun Nadar

Technical Editors

Anusri Ramchandran

Rohit Kumar Singh

Project Coordinator

Kranti Berde

Proofreaders

Dirk Manuel

Lindsey Thomas

Indexer

Rekha Nair

Graphics

Ronak Dhruv

Abhinash Sahu

Production Coordinators

Aditi Gajjar

Adonia Jones

Cover Work

Adonia Jones

About the Authors

Filip Lundgren is a Technical Director at Poppermost Production AB where he works on SNOW, the first free-to-play open-world skiing title. Filip has been working with CryENGINE since 2007 with the release of Crysis 1 SDK, and has developed community tools such as CryMono and the CryENGINE toolbox.

Writing the book was a great experience and has involved the help of many CryENGINE community members. Many thanks to the CryDev community and our reviewers for valuable input that helped shape the book to what it is now.

Ruan Pearce-Authers is a game programmer currently working for Crytek GmbH. In 2009, he began managing Crytek's development community, and providing technical support for CryENGINE users. Prior to this, he was active in the Crysis modding community himself, and followed this up by producing sample projects and additional tools for the Free SDK. He co-developed the CryMono engine extension to bring support for .NET to the CryENGINE, and the Tanks game sample written exclusively in C#. At present, Ruan works as part of the development team for Crytek's award-winning entrance, into the free-to-play market, Warface, in Frankfurt.

I'd like to thank my family, my friends in the industry with whom I've worked on some amazing side projects, and my wonderful girlfriend, Iulia, for supporting me constantly throughout the authoring of this book.

About the Reviewers

Terry Evans is a software developer with a degree from the University of Utah. He has a diverse background as a result of developing solutions in Unix, Linux, Windows, OS/2, Mac OS X, iOS, and Android, but has always enjoyed developing games the most during his career. He is the founder and currently lead developer for Entrada Interactive, which is developing a post-apocalyptic, multiplayer, survival game titled Miscreated using CryENGINE 3. Visit MiscreatedGame.com for more information on his latest venture.

Chris Parthemos is a recent entrant into the world of game development, but he has worked in developing content for AAA games for major studios. His educational background includes a Masters in Interactive Development from the Guildhall at Southern Methodist University, with a focus in Design and Scripting.

Hendrik Polczynski is a Software Developer from Germany. He has been working on software for over 10 years. He likes to take on a variety of different areas from industry automation to web, UI, and game development. You can find his open source projects at github.com/hendrikp or on his YouTube channel. Hendrik is maintaining a handful of open source projects around the CryDev community and the CryENGINE 3 FreeSDK. When Hendrik is not working, he is studying for his B.Sc. degree in Computer Science and Media Application, or helping out with the development of Miscreated by Entrada Interactive, which is a post-apocalyptic, survival-based MMORPG unlike anything you've played before.

Ross Rothenstine is an industry software engineer by day and hobbyist game programmer by night. He has a staunch reputation at his college for turning any major course project into a playable game by the end of it. He has a focus on Game Engine architecture and how complex subsystems come about in an elegant manner to make extensible, robust, and most importantly, fun to design games. This means quite a bit of time, reading, and coffee.

I would like to thank the authors of this book, as the content within it is pure, simple, and most of all, needed. In my days of wanting to learn CryENGINE programming, and reading the documents and code by hand, I had wished that a book like this would come about someday.

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Preface

The process of developing and maintaining games has changed very rapidly in the last few years. It has become more and more common for game developers to license third-party game engines, such as CryENGINE, in order to focus fully on the game itself.

As the first game engine to ship with a pure What You See Is What You Play

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