“Mastering
CryEngine” is a book by Sascha Gundlach and Michelle K. Martin. It was released in April of this year by
Packt Publishing. “Mastering CryEngine” is about the CryEngine game engine by
Crytek. Crytek just released a new
version of the CryEngine which you can purchase on Steam for $10 a month. There
is also a free version of CryEngine available on their website http://cryengine.com/
“Mastering
CryEngine” is not a book for beginners to CryEngine. The book assumes that you have made most of
your game with CryEngine and are looking for ways to optimize and perfect
it. The first chapter discusses how to
set-up an asset pipeline for your game. The
term ‘asset pipeline’ refers to all the code, artwork, music, etc. that your
game is made of. This chapter also
discusses setting up version control and having quality assurance for your
game.
The
second chapter talks about setting up various input for your game including the
keyboard and mouse. The third chapter is
about the advanced use of the Flow Graph Editor which is used for artificial
intelligence in CryEngine. The chapter
goes into using C++ and Lua computer languages to set up custom Flow Graphs for
objects that you have created for your game.
The
fourth chapter I found really fascinating as it was about creating a face for a
character in game. CryEngine lets you
construct various facial movements for your characters and also lets you do lip
synching for them. The fifth chapter is
all about mastering “The Sandbox” which is the level editor for CryEngine. Several lesser known features of “The
Sandbox” are discussed as well as advanced camera work.
The
next chapter imparts information on using the Lua scripting language with
CryEngine. Writing Lua scripts can save
a lot of time and effort in CryEngine and can be used for some artificial
intelligence. The seventh chapter talks about character animation and using the
CryMannequin editor to create animation for your various characters.
Chapter
eight talks about smart objects in CryEngine.
Smart objects have their own editor and allow you to place rules about
how an object is supposed to act or react to another object. It is a simple form of artificial intelligence
and the book describes how to set these up by showing some examples. The next
chapter is about creating particle effects in your game and how to set them up
so that your game can be optimized. The
last chapter is about getting your game ready for release. Optimizing builds, creating an install for
your game and several other final touches are discussed.
“Mastering
CryEngine” is a wonderful book. I highly
recommend it if you are creating a game with the CryEngine. Most of the information may be available
other places; but not with examples and not all in one place. With “Mastering CryEngine” you should be able
to release your game with little difficulty. Here is a link to the book on
PacktPub’s website http://goo.gl/JbwWyJ.
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