CryENGINE game programming with C++, C♯, and Lua. (2013)
- Record Type:
- Book
- Title:
- CryENGINE game programming with C++, C♯, and Lua. (2013)
- Main Title:
- CryENGINE game programming with C++, C♯, and Lua
- Further Information:
- Note: Filip Lundgren, Ruan Pearce-Authers.
- Other Names:
- Lundgren, Filip
Pearce-Authers, Ruan - Contents:
- Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction and Setup; Installing Visual Studio Express 2012; Choosing your CryENGINE installation type; Downloading the book's CryENGINE sample installation; What just happened?; Verifying that the build is functional; Integrating CryMono (C♯ support); Compiling the CryMono project; Loading and initializing CryMono via the CryGame.dll library; Registering your CryDev account; What just happened?; Running the sample application; Editor; Starting the Editor; Launcher. Starting the LauncherDedicated server; Compiling the CryGame project (C++); What just happened?; The CE Game Programming Sample solution breakdown; CryGame; CryAction; CryCommon; The CryENGINE folder structure; PAK files; File query priority; Attaching the debugger; What just happened?; Summary; Chapter 2: Visual Scripting with Flowgraph; Concept of flowgraphs; Opening the Flowgraph Editor; A tour of the Flowgraph Editor; Components; Terminology; Component categories; Flowgraph types; AI Actions; UI Actions; Material FX; FG Modules; Entities; Prefabs; Creating a flowgraph. The flowgraph entitySpawning FlowgraphEntity; Attaching a new flowgraph; Adding nodes into flowgraphs; Input and output ports; Port types; Target entities; Linking flownodes; Testing our flowgraph; The Stock flownode overview; Building a clock; Listening for player input; Executing on a loop; Flowgraph modules; CreatingCover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction and Setup; Installing Visual Studio Express 2012; Choosing your CryENGINE installation type; Downloading the book's CryENGINE sample installation; What just happened?; Verifying that the build is functional; Integrating CryMono (C♯ support); Compiling the CryMono project; Loading and initializing CryMono via the CryGame.dll library; Registering your CryDev account; What just happened?; Running the sample application; Editor; Starting the Editor; Launcher. Starting the LauncherDedicated server; Compiling the CryGame project (C++); What just happened?; The CE Game Programming Sample solution breakdown; CryGame; CryAction; CryCommon; The CryENGINE folder structure; PAK files; File query priority; Attaching the debugger; What just happened?; Summary; Chapter 2: Visual Scripting with Flowgraph; Concept of flowgraphs; Opening the Flowgraph Editor; A tour of the Flowgraph Editor; Components; Terminology; Component categories; Flowgraph types; AI Actions; UI Actions; Material FX; FG Modules; Entities; Prefabs; Creating a flowgraph. The flowgraph entitySpawning FlowgraphEntity; Attaching a new flowgraph; Adding nodes into flowgraphs; Input and output ports; Port types; Target entities; Linking flownodes; Testing our flowgraph; The Stock flownode overview; Building a clock; Listening for player input; Executing on a loop; Flowgraph modules; Creating a module; Calling a module; Module parameters/ports; Custom flownodes; Creating a custom node in C++; Organizing nodes; Creating a new node file; Breaking down of code; The Node functions overview; Implementing GetConfiguration; Creating ports. Assigning arrays to the node configurationImplementing ProcessEvent; Creating a custom node in C♯; Adding inputs; Adding outputs; Implementing Activate; Target entities; Summary; Chapter 3: Creating and Utilizing Custom Entities; Introducing the entity system; Entity classes; Entities; entityId; EntityGUID; Game objects; The entity pool system; Creating a custom entity; Creating an entity using Lua; Common Lua entity callbacks; Creating an entity in C♯; Adding Editor properties; Creating an entity in C++; Creating a custom entity class; Entity flownodes; Creating an entity flownode in Lua. Creating an entity flownode using C#Creating an entity flownode in C++; Registering the entity node; The final code; Game objects; Game object extensions; Creating a game object extension in C++; Activating our extension; Summary; Chapter 4: Game Rules; Introduction to game rules; IGameRules interface -- game rules; Scripting -- game modes; Loading a level; Implementing the game rules interface; Registering the game object extension; Creating custom game modes; Scripting; Lua scripting; Invoking methods; Invoking methods with parameters; Getting values returned from Lua; Getting table values. … (more)
- Publisher Details:
- Birmingham : Packt Publishing
- Publication Date:
- 2013
- Extent:
- 1 online resource (276 pages), illustrations
- Subjects:
- 794.81526
COMPUTERS -- Programming -- Games
Computer games -- Programming
Electronic games -- Design
Computer games -- Design
Computer games -- Programming
Video games -- Design
GAMES -- Board
COMPUTERS -- Programming Languages -- C
Electronic books
Electronic books - Languages:
- English
- ISBNs:
- 9781849695916
1849695911 - Related ISBNs:
- 9781849695909
1849695903 - Notes:
- Note: Online resource; title from PDF title page (ebrary, viewed December 20, 2013).
- Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.90348
- Ingest File:
- 01_115.xml