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|a 794.81526
|2 23
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100 |
1 |
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|a Marcoux, Richard Gerard,
|c III,
|e author.
|1 https://id.oclc.org/worldcat/entity/E39PCjGj9xqXv8mQp8X9hRCwQ3
|
245 |
1 |
0 |
|a Cryengine game development blueprints :
|b perfect the art of creating Cryengine games through exciting, hands-on game development projects /
|c Richard Gerard Marcoux III, Chris Goodswen, Riham Toulan, Sam Howels.
|
264 |
|
1 |
|a Birmingham :
|b Packt Publishing,
|c 2015.
|
300 |
|
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|a 1 online resource :
|b illustrations
|
336 |
|
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|a text
|b txt
|2 rdacontent
|
337 |
|
|
|a computer
|b c
|2 rdamedia
|
338 |
|
|
|a online resource
|b cr
|2 rdacarrier
|
490 |
1 |
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|a Community experience distilled
|
500 |
|
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|a Includes index.
|
505 |
0 |
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|a Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started; Downloading the starter-kit; Installing the starter-kit; Part 1; Part 2; Important classes within the starter-kit; Compiling our game; Summary; Chapter 2: Creating a Playable Character; Implementing player lives; Part 1 -- the player code; Part 2 -- the GameRules code; The big picture; Implementing player movement and rotation; The big picture; Making a camera follow the player; The big picture; Summary; Chapter 3: Implementing Weapons and Ammo
|
505 |
8 |
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|a Creating a weapon classCreating the IWeapon interface; Creating the AWeapon abstract base class; Creating the CBlaster weapon class; Creating an ammo class; Creating the IAmmo class; Creating the AAmmo abstract class; Creating the CFireBallAmmo class; Creating ammo events; Summary; Chapter 4: Creating an Enemy AI; Registering a new AI class; Detect the player and prevent mobility; Shooting the player; Extending the AI; Summary; Chapter 5: Creating User Interfaces; Creating the Flash UI content for our menus; Creating the main menu; Creating the end game menu; Creating UI elements
|
505 |
8 |
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|a Implementing a game menu system in C++Summary; Chapter 6: Modeling Workflow for Game Characters and Tools; Getting started; Installing the CRYENGINE SDK; Installing CryTools; An overview of the modeling workflow; Blockout; Highpoly modeling; Lowpoly modeling; UV mapping; Texturing and materials; Summary; Chapter 7: Highpoly Modeling; Blockout; Highpoly; Using DynaMesh; Highpoly sculpting techniques; Sculpting out the forms; Adding the forms; Adding more detail; Adding fine details; The hair system; Exporting the highpoly mesh; Summary; Chapter 8: Lowpoly Modeling; Creating the lowpoly model
|
505 |
8 |
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|a ToolsGetting started; Topology and edgeflow; Good and bad topology; Building the lowpoly; Creating UVs; Adding the eyes; Naming and organizing a Maya scene ; Naming; Layers; Lods; Creating Lods; Summary; Chapter 9: Texturing and Materials; Baking; Baking the fur and alphas; Efficient psd setup; Using masks; Basics of PBR texturing; Exporting maps; Exporting a mesh and materials into CRYENGINE; Importing the mesh by using CRYENGINE Material Editor; File check and handover; Summary; Chapter 10: Building the Character Rig; Getting started; Scene settings in Maya
|
505 |
8 |
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|a Authoring the deformation skeleton in MayaThe deformation skeleton rules; Building the rig; Setting up the hitboxes; Creating the phys proxies for the character; Building the character's animation rig; Creating the animation skeleton; Creating the controllers; Rigging the arm; Rigging the spine; Rigging the leg; Rigging the tail; Enhancing the deformations; Finalizing the rig; Summary; Chapter 11: Exporting the Character to CRYENGINE; Getting started; Art asset file types; The Crytek Geometry Format; The Character format; The Skinned Render mesh; The Crytek Geometry Animation
|
546 |
|
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|a English.
|
588 |
0 |
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|a Online resource; title from PDF title page (EBSCO, viewed May 3, 2016).
|
590 |
|
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|a ProQuest Ebook Central
|b Ebook Central College Complete
|
650 |
|
0 |
|a Video games
|x Development.
|
650 |
|
0 |
|a Video games
|x Design.
|
700 |
1 |
|
|a Goodswen, Chris.
|
700 |
1 |
|
|a Toulan, Riham.
|
700 |
1 |
|
|a Howels, Sam.
|
758 |
|
|
|i has work:
|a Cryengine game development blueprints (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCFFqjBXjG7kW7FyKkVrdYq
|4 https://id.oclc.org/worldcat/ontology/hasWork
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|i Erscheint auch als:
|n Druck-Ausgabe
|t Richard Gerard Marcoux III, Chris Goodswen, Riham Toulan, Sam Howels. CRYENGINE Game Development Blueprints
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830 |
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|a Community experience distilled.
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852 |
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|b E-Collections
|h ProQuest
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856 |
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