This book provides you with step-by-step exercises covering the various systems of CryENGINE and comprehensively explains their workings in a way that can be easily understood by readers of any skill level to help you develop your very own CryENGINE games.This book is intended for developers looking to harness the power of CryENGINE, providing a good grounding in how to use the engine to its full potential. The book assumes basic knowledge of the engine and its editor in non-programming areas.
Intro CryENGINE Game Programming with C++, C#, and Lua Table of Contents CryENGINE Game Programming with C++, C#, and Lua Credits About the Authors About the Reviewers www.PacktPub.com Support files, eBooks, discount offers and more Why Subscribe? Free Access for Packt account holders Preface What this book covers What you need for this book Who this book is for Conventions Reader feedback Customer support Errata Piracy Questions 1. Introduction and Setup Installing Visual Studio Express 2012 Choosing your CryENGINE installation type Downloading the book's CryENGINE sample installation What just happened? Using a custom or newer CryENGINE installation Verifying that the build is functional Integrating CryMono (C# support) Compiling the CryMono project Loading and initializing CryMono via the CryGame.dll library Including the CryMono interface folder Initializing CryMono at start up Registering flow nodes Registering your CryDev account What just happened? Running the sample application Editor Starting the Editor Launcher Starting the Launcher Dedicated server Compiling the CryGame project (C++) What just happened? The CE Game Programming Sample solution breakdown CryGame CryAction CryCommon The CryENGINE folder structure PAK files File query priority Attaching the debugger What just happened? Summary 2. Visual Scripting with Flowgraph Concept of flowgraphs Opening the Flowgraph Editor A tour of the Flowgraph Editor Components Terminology Component categories Flowgraph types AI Actions UI Actions Material FX FG Modules Entities Prefabs Creating a flowgraph The flowgraph entity Spawning FlowgraphEntity Attaching a new flowgraph. Adding nodes into flowgraphs Input and output ports Port types Target entities Linking flownodes Testing our flowgraph The stock flownode overview Building a clock Listening for player input Executing on a loop Flowgraph modules Creating a module Calling a module Module parameters/ports Custom flownodes Creating a custom node in C++ Organizing nodes Creating a new node file Breaking down of code The node functions overview Implementing GetConfiguration Creating ports Assigning arrays to the node configuration Flownode configuration flags Implementing ProcessEvent Creating a custom node in C# Adding inputs Adding outputs Implementing Activate Target entities Summary 3. Creating and Utilizing Custom Entities Introducing the entity system Entity classes Entities entityId EntityGUID Game objects The entity pool system Creating a custom entity Creating an entity using Lua Common Lua entity callbacks Creating an entity in C# Adding Editor properties Property folders Creating an entity in C++ Creating a custom entity class Implementing a property handler Entity flownodes Creating an entity flownode in Lua Creating an entity flownode using C# Creating an entity flownode in C++ Registering the entity node The final code Game objects Game object extensions Creating a game object extension in C++ Activating our extension Summary 4. Game Rules Introduction to game rules IGameRules interface - game rules Scripting - game modes Loading a level Implementing the game rules interface Registering the game object extension Creating custom game modes Scripting Lua scripting Invoking methods Invoking methods with parameters Getting values returned from Lua. Getting table values CryMono scripting Calling methods Return values Properties Fields Creating a basic game mode in C# Defining our intention Creating the actor Spawning the actor Handling disconnections Assigning the player to a team Implementing Headquarters Adding the end game event Creating the Headquarters entity Detour - trigger bounds and entity areas Populating the level Summary 5. Creating Custom Actors Introducing the actor system Channel identifiers Actor spawning Removing actors The view system Linking views to game objects Creating custom actors Creating actors in C# The CryMono class hierarchy Using native and CryMono actors alongside each other C++ actor registration C# declaration Creating actors in C++ Registering actors Camera handling Implementing IGameObjectView Creating a top-down camera View rotation Player inputs The hardware mouse Action maps Listening for action map events IActionListener Enabling action map sections Animated characters Movement requests Adding a movement request The Mannequin animation system The Mannequin Editor Preview setup Creating contexts Creating fragments Adding options Creating and using tags Appending tags to Options Saving Starting fragments Acquiring the fragment identifier Queuing the fragment Setting tags Forcing actions into requerying options Debugging Mannequin Setting up Mannequin for a custom entity Initializing Mannequin Loading the controller definition Setting the active context Summary 6. Artificial Intelligence The Artificial Intelligence (AI) system Scripting AI actors Goal pipes Creating custom pipes Selecting pipes Signals AI behaviors Sample IAIObject. Creating custom AI Registering an AI actor implementation In C# In C++ Creating the AI entity definition AI behaviors and characters Understanding and using behavior selection trees Variables Signal variables Leaves / behavior queries Character NavigationType Creating custom behaviors Listening to signals AI base definition breakdown The AISample_x table The Properties table The AIMovementAbility table The CreateAI function The RegisterAI function Summary 7. The User Interface Flash movie clips and UI graphs Elements XML Breakdown Actions Creating a main menu Creating menu elements Exposing ActionScript assets Functions Events Variables Arrays Exposing MovieClip instances to flowgraph Creating the UI actions Creating the state control graph Creating the MainMenu action Adding buttons End result Engine ActionScript callbacks Creating UI game event systems Implementing IUIGameEventSystem Receiving events Dispatching events Dispatching the event Summary 8. Multiplayer and Networking The networking system Network identifiers Net channels Net nubs Setting up a multiplayer game Starting the server Dedicated server Launcher Connecting to a server via the console Debugging networked games Networking using game object extensions Remote Method Invocation (RMI) RMI structure Parameters Attach type Server/client separation Function definition RMI example Network aspect serialization Aspects Compression policies Creating a new compression policy Exposing Lua entities to the network Net.Expose Function implementation Invoking RMIs On the server On all clients On all other clients Binding our entity to the network Summary. 9. Physics Programming CryPhysics Physicalized entity types Introducing physical entity identifiers Drawing entity proxies Entity types Helper types Physical entity actions, parameters, and status Parameters Actions Status Physicalized entity type details Common parameters Common actions Common statuses Static Rigid Wheeled vehicle Unique parameters Unique statuses Unique actions Living Unique parameters Unique statuses Unique actions Particle Unique parameters Articulated Unique parameters Rope Unique parameters Soft Unique parameters Unique actions Ray world intersections The ray_hit struct Commonly used member variables Origin and direction Object types and ray flags Object types Ray flags Allowing multiple ray hits Creating a physicalized entity In C++ In C# Simulating explosions Summary 10. Rendering Programming The renderer details Shaders Shader permutations Shader cache PAK files Render nodes Rendering breakdown Pre update Post update Rendering new viewports using render contexts Rendering Using the I3DEngine::RenderWorld function I3DEngine::RenderWorld flags Shaders The shader description Texture slots Shader flags Material flags Engine flags Runtime flags Samplers Using texture slots with samplers Obtaining a texture Manipulating static objects at runtime Modifying materials at runtime Cloning a material Material parameters Shader parameters Example - Dynamic alpha-test for vegetation Summary 11. Effects and Sound Introducing effects Material effects Surface types Adding or modifying surface types Particle effects Sound effects FMOD Designer Creating and triggering material effects. Automated playback based on physical interactions.
Description based on publisher supplied metadata and other sources.
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2021. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.