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Mastering CryEngine电子书

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作       者:Sascha Gundlach

出  版  社:Packt Publishing

出版时间:2014-04-11

字       数:303.3万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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A comprehensive guide that covers advanced tasks performed with the CryENGINE system using interesting examples and illustrations demonstrating each of its features. This book is designed for developers who already have a basic understanding of CryENGINE and who want to take their skills to the next level. Whether you are a hobbyist developer or you are working on an AAA project, Mastering CryENGINE will help you enhance your CryENGINE proficiency.
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Mastering CryENGINE

Table of Contents

Mastering CryENGINE

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

The jump to CryENGINE 3.5

Other required software

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Errata

Piracy

Questions

1. Setting Up the Perfect Pipeline

What is a production pipeline?

Importance of a strong pipeline

Version control for CryENGINE projects

What version control does for you

Production without version control

Working from a shared folder

Selecting a VCS for CryENGINE projects

Setting up version control for CryENGINE

Sandbox

Perforce setup

Exploring digital content creation tools such as Photoshop and 3ds Max

Visual Studio

Notepad

Identifying CryENGINE project files to be excluded from version control

Automated builds and build scripts

Creating nightly builds

Setting up a build server

Operating systems

What build scripts should do

Creating your custom build script

Writing your own script

Getting the latest files from your version control

Compiling the code

Compiling the assets

Wrapping it up

Scheduling automated builds

Automated performance tests

Using level statistics to profile the performance of a level

Build integration

Integrating a new version of CryENGINE

The engine depot

Project branch

Integration

Quality assurance processes

QA pipeline in larger scale teams

QA pipeline in smaller teams

Working without a QA pipeline

Understanding issue tracking in CryENGINE

Summary

2. Using the CryENGINE Input System – Keyboard, Mouse, and Game Controller

The CryENGINE input system

A layer of abstraction

The input event system

Game actions

Action Maps

Multiple Action Maps

Creating a new Action

Setting up an Action event

Adding an Action mapping

Optional parameters

Trigger options

OnPress parameters

OnHold parameters

OnRelease parameters

Analog input

Modifiers


Triggering console commands

Reacting to Action events

Action events in code

Setting up a new Action listener

Extending PlayerInput

Creating a new handler function

Registering your handler function

Custom Action Maps

Action events in FlowGraph

Filtering Actions

Creating Action Filters

Using Action Filters

Reacting to Input events

Code

FlowGraph

User profiles

Modifying user profiles

DLCs and patches

The input event names reference

Keyboard

Mouse

Xbox 360 controller

PS3 controller

Summary

3. Building Complex Flow Graph Logic

Who uses the flow graph system?

A more complex application of the flow graph

Revisiting the basics of flow graphs

Types of nodes

Entity nodes

Component nodes

Flow graph data format and storage

The entity nodes with dynamic targets

What happens if we input the wrong EntityId?

A more complex application of dynamic EntityIds

Let's take a shortcut

Q – node quick search

F/G – link highlighting

Ctrl + Shift + V – paste nodes with links

Embedding the flow graphs

GameTokens

The GameToken libraries

Reaction to a game token changing its state

The GraphTokens variable

Accessing the Lua functionality

Creating nodes in C++ and Lua

Adding ports to an entity flow graph node

Creating flow graph nodes using the Lua script

Creating flow graph nodes using C++

Summary

4. Morphs and Bones – Creating a Facial Setup for Your Character

Creating a facial setup for a character

Exporting the character's head

Using facial expression libraries

Creating a new facial expression library

Manually creating a library

Automatic creation

Bone rig requirements

Creating expressions in 3ds Max

Creating a Facial Library with Morphs

Mapping the library

Creating expressions

Facial animation

Creating facial sequences

Using facial sequences in the engine

Inside the TrackView editor

Inside the FlowGraph node

Using expressions

The Lip Sync feature

Manual lip synching

Automatic phoneme extraction

Lip sync playback

Quality

Quality – phoneme extraction

Quality – visimes and phonemes

Quality – adding emotions

Summary

5. Mastering Sandbox

Don't stop getting better

Getting faster with keyboard shortcuts

Thinking about hand placement

Object editing modes

Test it!

Aligning objects

Using the deep selection feature

Using the Goto Selection feature

Using camera tag-points

Top five shortcuts

Customizing Sandbox

Customizing the Sandbox window layout

Saving and loading layouts

Working with cameras

Camera targets

Switching cameras

Exploring Sandbox custom commands and macros

Sandbox custom commands and macros

Looking at some lesser-known features

Video recording

Mesh editing

Managing PAK files

Renaming multiple objects

Summary

6. Utilizing Lua Script in CryENGINE

Understanding the relevance of the Lua script in CryENGINE

Lua-based entities

Creating a new Lua-based entity

Assigning a 3D object to an entity

Using entity slots

Setting up physics

Making an entity multiplayer-ready

Understanding the dataflow of Lua entities in a multiplayer environment

The Client/Server functions

The Remote Method Invocation definitions

Using the state machine

Using script binds

Calling script binds

Creating new script binds

Using engine callbacks

Using the Lua debugger

Summary

7. Animating Characters

The CryENGINE animation system

Introducing CryMannequin

Splitting up the game and animation logic

Understanding CryMannequin's purpose

Selecting animations

Starting animations

Fragments, Fragment IDs, and Tags

Extending the state machine

Understanding the state machine hierarchy

Creating a new state

Triggering the new state

Playing animations without CryMannequin

TrackView

Multiple animation layers

CryMannequin tracks

Triggering animation from FlowGraph

The PlayAnimation node

Other animation nodes

The code

Summary

8. Mastering the Smart Objects System

What are SmartObjects?

Where the Smart Objects system is used

Smart Objects categories

Environmental SmartObject

A time-based SmartObject

Navigational SmartObject

The concept of the SmartObject system

The SmartObjects editor

The Window layout of the SmartObject editor

The Rules and Tasks windows

The Rules List window

The Rule Properties window

The SmartObject library

Creating a new SmartObject rule

Preparing the level

Creating the SmartObject rule

Creating the SmartObject classes

Creating the SmartObject states

Creating a SmartObject state pattern

User and Object

Setting up the User and Object class

The state pattern

Creating an AIAction

Selecting actions

Creating the action

Setting up the action and state changes

Getting the level ready

Testing the SmartObject rule

Troubleshooting

Debugging SmartObjects

Debugging AIActions

Changing states from Lua

Summary

9. Eye Candy – Particles, Lens Flares, and More

Types of eye candy

Particle effects

Working with particle effects in CryENGINE

The particle editor

Creating a new particle effect

Customizing the particle parameters

Tweaking the effect

Particle effects at runtime

Lens flares

The lens flare editor

Creating a new lens flare effect

Assigning a lens flare effect to a light

Lens flare effects caused by the sun

Postprocessing effects and the flow graph

Using material FX graphs

Creating a custom material FX graph

Testing the new material effect

Debugging material effects

Postprocessing in TrackView

Using effect tracks in a TrackView sequence

Using track events

Performance considerations

Overdraw

Draw calls

Summary

10. Shipping the Build

Getting your game ready to ship

Optimizing performance

Optimizing levels

Level configuration files

Optimizing shadows

Vegetation

Layers

Testing and QA

Errors and warnings

Log verbosity

Tackling legal issues

Copyright

Credits

CryENGINE license

Things to consider for indies

MobyGames

Preparing your build

Building a release candidate

Auto-loading the first level

PAK files

Fast-loading PAK files

Removing all debug features

Reducing your build size

Shaders

Creating an installer

A ZIP file

Selecting an installer

Dependencies

An icon for your executable

Summary

Index

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