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CRYENGINE Game Development Blueprints电子书

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作       者:Richard Gerard Marcoux III

出  版  社:Packt Publishing

出版时间:2015-08-28

字       数:202.2万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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This book is intended for CRYENGINE game developers wanting to develop their skills with the help of industry experts. A good knowledge level and understanding of CRYENGINE is assumed.
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CRYENGINE Game Development Blueprints

Table of Contents

CRYENGINE Game Development Blueprints

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

Downloading the example code

Downloading the color images of this book

Errata

Piracy

Questions

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

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

3. Implementing Weapons and Ammo

Creating a weapon class

Creating 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

4. Creating an Enemy AI

Registering a new AI class

Detecting the player and preventing mobility

Shooting the player

Extending the AI

Summary

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

6. The 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

7. Highpoly Modeling

Blockout

Highpoly

Using DynaMesh

Highpoly sculpting techniques

Sculpting out the forms

Adding the forms

Adding more details

Adding fine details

The hair system

Exporting the highpoly mesh

Summary

8. Lowpoly Modeling

Creating the lowpoly model

Tools

Getting 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

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

10. Building the Character Rig

Getting started

Scene settings in Maya

Authoring the deformation skeleton in Maya

The deformation skeleton rules

Building the rig

Setting up the hitboxes

Creating the phys proxies for the character

Applying the phys proxies material

Building the character's animation rig

Creating the animation skeleton

Creating the controllers

Rigging the arm

The fingers

The clavicle

Cleaning up the arm controllers

Rigging the spine

The upper body controller

The head

Cleaning up the spine controllers

Rigging the leg

Cleaning up the leg controllers

Rigging the tail

Cleaning up the tail controllers

Enhancing the deformations

The forearm twist

The upper arm twist

Finalizing the rig

Summary

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

Creating the export groups in Maya

Exporting with y axis up

The Character Editor

Debugging in the Character Editor

Creating the character definition file

Exporting the animations to the engine

The Character Parameters file

The Skeleton List file

The physicalized attachments

Summary

12. Initial Level Blockout and Setup

Action bubble level design

References and 2D layout

Design considerations

Level content

Setting up user preferences, hotkeys, and toolbox macros

User preferences

The Auto Backup action

The Fill Selected Shapes action

The Display Dimension Figures action

The View Pane layout

Hotkeys

The Fast Rotate action

The Convert action

The Simulate Objects action

The Switch Camera action

The Toolbox Macros feature

Adapting the premade SDK content

Level duplication

Exporting objects

Exporting the world

The heightmap

Terrain layers

Vegetation instances

Time Of Day and Lighting

Using and understanding source files

Layers

Mass editing content

Stat tracking

Fixing broken content

The .cry and .pak files

Summary

13. The Flow Graph Workflow

Using Flow Graph containers

Host entities

Splitting logic over multiple Flow Graphs

Using Game Tokens to create cleaner Flow Graphs

Creating Game Tokens

Using Game Tokens

Graph Tokens

Laying out Flow Graphs to aid readability

Creating comment boxes

Using comment boxes

Thinking modularly to future-proof our work

Basic events

Test-friendly scripting

Summary

14. Scripting Gameplay Content

Scripting the main level flow and events

Event examples

Triggers

AreaTrigger

ProximityTrigger

Setting up an event listener

Working with events

AI navigation and sequences

Navigation mesh

Cover surfaces

AISequence

Uninterruptible sequences

Adding inventory

Animation events

Ending sequences

Interruptible sequences

Looping movement

Bookmarking

Using the Mannequin editor

Getting familiar with the interface

The preview workflow

Working with fragments

Adding effects to fragments

Procedural layers

Adding a new fragment

The Character Editor window

Creating fragment entries

Adding the AnimLayer

Adapting AI tasks based on player actions

Game Token states

State control

Task scripting

Advanced conditional logic

Multiple area triggers

AND gates

Implementing objectives and checkpoints

Defining the objective information

Using the MissionObjective entities

Activating the objective

Organizing the objective logic

Adding checkpoints

Summary

15. Maintaining Our Work

Skipping through the level flow

Spawnpoint entities

The tags system

Advancing the state of other level elements

Debug location triggers

Advancing complex AI sequences

Extending support to mid-playthrough updates

Debugging setup issues

Game Token debugging

AI debugging

Summary

Index

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