更新时间:2021-07-16 12:07:47
coverpage
Mastering CryENGINE
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Support files eBooks discount offers and more
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Chapter 1. Setting Up the Perfect Pipeline
What is a production pipeline?
Importance of a strong pipeline
Version control for CryENGINE projects
Automated builds and build scripts
Automated performance tests
Build integration
Quality assurance processes
Understanding issue tracking in CryENGINE
Summary
Chapter 2. Using the CryENGINE Input System – Keyboard Mouse and Game Controller
The CryENGINE input system
Game actions
User profiles
The input event names reference
Chapter 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
Flow graph data format and storage
The entity nodes with dynamic targets
Let's take a shortcut
Embedding the flow graphs
GameTokens
Creating nodes in C++ and Lua
Chapter 4. Morphs and Bones – Creating a Facial Setup for Your Character
Creating a facial setup for a character
Facial animation
The Lip Sync feature
Chapter 5. Mastering Sandbox
Don't stop getting better
Getting faster with keyboard shortcuts
Customizing Sandbox
Working with cameras
Exploring Sandbox custom commands and macros
Looking at some lesser-known features
Chapter 6. Utilizing Lua Script in CryENGINE
Understanding the relevance of the Lua script in CryENGINE
Lua-based entities
Making an entity multiplayer-ready
Using the state machine
Using script binds
Using engine callbacks
Using the Lua debugger
Chapter 7. Animating Characters
The CryENGINE animation system
Introducing CryMannequin
Extending the state machine
Playing animations without CryMannequin
Chapter 8. Mastering the Smart Objects System
What are SmartObjects?
Where the Smart Objects system is used
Smart Objects categories
The concept of the SmartObject system
The SmartObjects editor
Creating a new SmartObject rule
Testing the SmartObject rule
Chapter 9. Eye Candy – Particles Lens Flares and More
Types of eye candy
Particle effects
Lens flares
Postprocessing effects and the flow graph
Postprocessing in TrackView
Performance considerations
Chapter 10. Shipping the Build
Getting your game ready to ship
Tackling legal issues
Preparing your build
Creating an installer
Index