CryENGINE 3 Game Development Beginner's Guide
Introducing the CryENGINE 3 Free SDK
Time for action – installing the CryENGINE 3 Free SDK
Time for action – load the sample map in the launcher
Visual Studio Express and C++ game code
Acquiring the sample source assets
Time for action – installation of the 3ds Max exporter Plugin
Time for action – downloading and opening the sample assets
Time for action – installing the Adobe Photoshop plugin-CryTif
Time for action – starting Sandbox and WYSIWYP
Getting around in the Sandbox Editor
Time for action – manipulating the perspective camera
Time for action – selecting and browsing objects
Time for action – saving our work
Time for action - creating a new level
Time for action - creating your own heightmap
Using alternative ways for creating terrain
Time for action - creating some basic terrain texture layers
Time for action - creating some flora for your level
Time for action - setting up time of day and its basic parameters
Building levels with entities and objects
Time for action - creating a spawn point
Time for action - creating a road object
Time for action - creating and managing layers
Time for action - adding brushes to the level
Time for action - creating constructive solid geometry
Time for action - place a basic AI entity
Time for action - creating your own archetype
Time for action - exporting your level to engine
Visual scripting with Flow Graph
Time for action - making a Flow Graph to spawn the player at a specific location
Using trigger entities with Flow Graph
Time for action - adding a trigger to Flow Graph and outputting its status
Time for action - creating a patrolling AI
Debugging Flow Graphs using the visual debugger
Time for action - debugging the patrol Flow Graph
Time for action - adding and removing breakpoints
C++ and Compiling Your Own Game Code
Installing Visual C++ 2010 Express Edition
Time for action - downloading and installing Visual C++ 2010 Express
Starting CryENGINE 3 with Visual Studio
Time for action - starting CryENGINE with the debugger attached
Breakpoints, watches, and code
Time for action - setting up your first breakpoint
Create a new Lua entity and call C++ code to interact with it
Time for action - creating a new entity
Time for action - placing your entity into your level
Time for action - making the teleporter usable
Time for action - writing a new scriptbind function in C++
Time for action - changing the teleporter entity to execute the C++ code
User Interface and HUD Creation with Flash
Adobe Flash as a very powerful UI design tool
Time for action – creating a new Flash asset with Adobe Flash
Bringing your Flash asset into CryENGINE 3
Time for action – bringing your Flash asset into CryENGINE 3
Time for action – making functions, variables, and movieclips accessible in CryENGINE 3
Different alignment modes for UI elements
Using the UI Emulator to display and test your asset
Time for action – starting Sandbox and testing your UIElement
Creating a new UI Action for the new HUD
Time for action – making the HUD work
Basic event handling from Flash to CryENGINE 3
Time for action – creating a simple interactive menu
UI Emulator, UI Actions, and FreeSDK example menus
Time for action – using the UI Emulator to test the FreeSDK demo menus
Creating Assets for the CryENGINE 3
Understanding the CryENGINE 3 asset pipeline
Exploring the CryENGINE 3 asset file types
Following a workflow for artists
Time for action - setting up 3ds Max units to match CryENGINE scale
Time for action - creating your own texture
Time for action - creating and exporting your first model
Time for action - making your object destructible
Time for action - creating your own skinned character
Time for action - creating animation for a skinned character
Creating animation for rigid body assets
Time for action - creating animation using rigid body data
Creating Real-time Cutscenes and Cinematic Events
Discovering the Track View editor
Time for action – creating a new sequence
Animating a camera in Track View
Time for action – animating a camera
Triggering a sequence using Flow Graph
Time for action – triggering a sequence
Animating entities in Track View
Time for action – animating an entity in Track View
Playing animations on entities in Track View
Time for action – playing an animation on an entity in Track View
Using Console Variables in Track View
Time for action – adding a Console Variable to a sequence
Time for action – creating some Track Events for a sequence
Capturing video from CryENGINE 3
Time for action – capturing frames from CryENGINE
Immersion through Audio Design
Understanding the CryENGINE sound event system
Setting up a project structure
Reviewing sound event system file formats
Getting your first sound into the CryENGINE
Time for action - creating an ambient sound event
Leveraging advanced parameters of ambient sounds
Time for action - nesting ambient sounds and using other parameters for sound events
Time for action - creating random sounds
Time for action - create your own reverb preset
Adding sounds to particle effects
Time for action - add a sound to a particle effect
Time for action - add sound to a weapon
Preparing to Share Your Content
Profiling performance in Sandbox
Time for action – enabling and reading display info
Time for action – Save Level Statistics
Time for action – enabling Debug Draw modes
Time for action – using profiles to break down frame-time performance
Optimizing levels with VisAreas and Portals
Time for action – set up a VisArea
Light clipping boxes and areas
Time for action – create a light clipping box
Activating and deactivating layers
Time for action – use layer switching logic
Packaging your content to share
Time for action – create a team, project, and share an upload