Cryengine game development blueprints : perfect the art of creating Cryengine games through exciting, hands-on game development projects /
Saved in:
Online Access: |
Full text (MCPHS users only) |
---|---|
Main Author: | |
Other Authors: | , , |
Format: | Electronic eBook |
Language: | English |
Published: |
Birmingham :
Packt Publishing,
2015
|
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: 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
- 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
- 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
- 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
- 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