#777 Год: 2012 Автор: Sean Tracy, Paul Reindell Жанр: Руководства Издательство: Packt Publishing ISBN: 978-1-84969-200-7 Язык: Английский Формат: PDF/DjVu Качество: Изначально компьютерное (eBook) Интерактивное оглавление: Нет Количество страниц: 344 Описание: CryENGINE is a complete game development environment used by AAA game development studio Crytek to produce blockbuster games such as Crysis 1, 2 and 3. This complete Beginner’s Guide takes the would be game developer through the steps required to create a game world complete with event scripting, user interface and 3D environment in the free CryENGINE SDK.
Learn to create game worlds with the CryENGINE 3 Sandbox, the tool used to create AAA games like the soon to be released Crysis 3. Follow straightforward examples to sculpt the terrain, place vegetation, set up lighting, create game sounds, script with Lua and code with C++.
Learn to navigate the interface within the CryENGINE 3 Sandbox, the tool used to create AAA games like Crysis 1 and 2, as well as the soon to be released Crysis 3. Learn to create your own worlds by following straight forward examples to sculpt the terrain, place vegetation, set up lighting, create game sounds, and script with the Lua language. The book covers all beginner aspects of game development including an introduction to C++ for non- coders.
What will you learn from this book
Learn to navigate within the CryENGINE® 3 Sandbox. Learn to create your own worlds by following straightforward examples to sculpt and mould the terrain and place vegetation. Learn to model with the integrated tools available to designers and artist in the CryENGINE3 Sandbox. Learn methods of visual scripting used to create amazingly complex scripted events Learn how to start creating and compile C++ game code to create your own custom game. Learn to use Autodesk Scaleform to create high fidelity 3d heads up displays and menus for the player. Learn how to create your own custom characters and objects for use within the examples. Learn to create your own cut scenes, animations and videos using the power of the CryENGINE3 engine to maximize the output. Learn to use FMOD designer along with the CryENGINE 3 to add sound and music to your game. Explore some of the key performance and optimization strategies for levels and learn to share your content with others.
Chapter 1, Introducing the CryENGINE 3 Free SDK, covers the beginning to developing your own games of any scale by learning to harness the power of the award-winning CryENGINE® 3 game engine. In this chapter, you will learn to navigate and interface within the CryENGINE® 3 Sandbox, the tool used to create AAA games, such as Crysis 1 and 2, as well as the soon to be released Crysis 3. Chapter 2, Breaking Ground with Sandbox, covers building your game worlds in real time with CryENGINE® 3 Sandbox, as we share insights into some of the tools and features useable right out of the box. In this chapter, you will learn how to create your own worlds by following straightforward examples that use some of the important fundamental features available to developers of the CryENGINE®. This includes tools and techniques related to sculpting, molding the terrain, and placing vegetation. Chapter 3, Playable Levels in No Time, covers more advanced level design tools, which are discussed in the chapter, as well as simple modeling techniques using the integrated CryENGINE solids system. Chapter 4, I'm a Scripter, Not a Coder, covers learning the method of visual scripting used to create amazingly complex scripted events. Chapter 5, C++ and Compiling Your Own Game Code, follows along with in-depth C++ programming examples, designed to expose powerful game customization opportunities available to game programmers. Chapter 6, User Interface and HUD Creation with Flash, covers how to use Autodesk Scaleform in conjunction with the CryENGINE® 3 to create high fidelity 3D heads up displays and menus for the player. Chapter 7, Creating Assets for the CryENGINE 3, covers how to create your own custom characters and objects for use within the examples. Chapter 8, Creating Real-time Cutscenes and Cinematic Events, covers how to create your own cutscenes, animations, and videos using the power of the CryENGINE 3 engine to maximize the output. Chapter 9, Immersion through Audio Design, covers how to use the FMOD designer along with the CryENGINE 3, to add sound and music to your game. Chapter 10, Preparing to Share Your Content, helps you explore some of the key performance and optimization strategies for levels, and helps you learn to share your content with others
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