CryENGINE game programming with C++, C♯, and Lua /

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 lookin...

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Bibliographic Details
Online Access: Full text (MCPHS users only)
Main Author: Lundgren, Filip
Other Authors: Pearce-Authers, Ruan
Format: Electronic eBook
Language:English
Published: Birmingham : Packt Publishing, 2013
Series:Community experience distilled
Subjects:
Local Note:ProQuest Ebook Central
Table of Contents:
  • Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction and Setup; Installing Visual Studio Express 2012; Choosing your CryENGINE installation type; Downloading the book's CryENGINE sample installation; What just happened?; Verifying that the build is functional; Integrating CryMono (C♯ support); Compiling the CryMono project; Loading and initializing CryMono via the CryGame.dll library; Registering your CryDev account; What just happened?; Running the sample application; Editor; Starting the Editor; Launcher.
  • Starting the LauncherDedicated 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; Chapter 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 entitySpawning 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 configurationImplementing ProcessEvent; Creating a custom node in C♯; Adding inputs; Adding outputs; Implementing Activate; Target entities; Summary; Chapter 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; Creating an entity in C++; Creating a custom entity class; 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; Chapter 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.