CryENGINE Game Programming with C++, C#, and Lua
eBook - ePub

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

  1. 276 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

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

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About This Book

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.

Approach

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.

Who this book is for

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.

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Yes, you can access CryENGINE Game Programming with C++, C#, and Lua by Filip Lundgren, Ruan Pearce-Authers in PDF and/or ePUB format, as well as other popular books in Informatik & Programmierung von Spielen. We have over one million books available in our catalogue for you to explore.

Information

Year
2013
ISBN
9781849695909

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++...

Table of contents

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