Cryengine game development blueprints : perfect the art of creating Cryengine games through exciting, hands-on game development projects /

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Bibliographic Details
Online Access: Full text (MCPHS users only)
Main Author: Marcoux, Richard Gerard, III (Author)
Other Authors: Goodswen, Chris, Toulan, Riham, Howels, Sam
Format: Electronic eBook
Language:English
Published: Birmingham : Packt Publishing, 2015
Series:Community experience distilled.
Subjects:
Local Note:ProQuest Ebook Central

MARC

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100 1 |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 |a 1 online resource :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Community experience distilled 
500 |a Includes index. 
505 0 |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 |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 |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 |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 |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 |a English. 
588 0 |a Online resource; title from PDF title page (EBSCO, viewed May 3, 2016). 
590 |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 
776 0 8 |i Erscheint auch als:  |n Druck-Ausgabe  |t Richard Gerard Marcoux III, Chris Goodswen, Riham Toulan, Sam Howels. CRYENGINE Game Development Blueprints 
830 0 |a Community experience distilled. 
852 |b E-Collections  |h ProQuest 
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