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CRYENGINE game development blueprints : perfect the art of creating CRYENGINE games through exciting hands-on game development projects / Richard Gerard Marcoux III [and three others].

EBSCOhost Academic eBook Collection (North America) Available online

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Ebook Central College Complete Available online

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Format:
Book
Author/Creator:
Marcoux, Richard Gerard, III, author.
Series:
Community experience distilled.
Community experience distilled
Language:
English
Subjects (All):
Video games--Programming--Computer programs.
Video games.
Video games--Design.
Physical Description:
1 online resource (322 p.)
Edition:
1st ed.
Place of Publication:
Birmingham : Packt Publishing, 2015.
Language Note:
English
System Details:
Mode of access: World Wide Web.
Summary:
Perfect the art of creating CRYENGINE games through exciting, hands-on game development projectsKey FeaturesBook DescriptionWhat you will learnCreate a CRYENGINE game from scratch with the Game Starter-kit Add custom methods to allow the player/AI to use a weapon Create complete -start and -end game menus using Scaleform and C++ Discover how to use highpoly modeling workflow and techniques within the pipeline for the SDK to use Use the Crytiff exporter from Photoshop Export the CHR-the format the engine needs to read the skeleton Integrate the character in the engine using the character tool Better understand the rules to create and author skeletons to rig characters designed for CRYENGINE Debug common setup issues that might appear during production with useful toolsWho this book is forThis book is intended for CRYENGINE game developers, wanting to develop their skills with the help of industry experts. A good knowledge level and understanding of CRYENGINE is assumed, to allow efficient programming of core elements and applications.
Contents:
Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started; Downloading the starter-kit; Installing the starter-kit; Part 1; Part 2; Important classes within the starter-kit; Compiling our game; Summary; Chapter 2: Creating a Playable Character; Implementing player lives; Part 1 - the player code; Part 2 - the GameRules code; The big picture; Implementing player movement and rotation; The big picture; Making a camera follow the player; The big picture; Summary; Chapter 3: Implementing Weapons and Ammo
Creating a weapon classCreating the IWeapon interface; Creating the AWeapon abstract base class; Creating the CBlaster weapon class; Creating an ammo class; Creating the IAmmo class; Creating the AAmmo abstract class; Creating the CFireBallAmmo class; Creating ammo events; Summary; Chapter 4: Creating an Enemy AI; Registering a new AI class; Detect the player and prevent mobility; Shooting the player; Extending the AI; Summary; Chapter 5: Creating User Interfaces; Creating the Flash UI content for our menus; Creating the main menu; Creating the end game menu; Creating UI elements
Implementing a game menu system in C++Summary; Chapter 6: Modeling Workflow for Game Characters and Tools; Getting started; Installing the CRYENGINE SDK; Installing CryTools; An overview of the modeling workflow; Blockout; Highpoly modeling; Lowpoly modeling; UV mapping; Texturing and materials; Summary; Chapter 7: Highpoly Modeling; Blockout; Highpoly; Using DynaMesh; Highpoly sculpting techniques; Sculpting out the forms; Adding the forms; Adding more detail; Adding fine details; The hair system; Exporting the highpoly mesh; Summary; Chapter 8: Lowpoly Modeling; Creating the lowpoly model
ToolsGetting started; Topology and edgeflow; Good and bad topology; Building the lowpoly; Creating UVs; Adding the eyes; Naming and organizing a Maya scene ; Naming; Layers; Lods; Creating Lods; Summary; Chapter 9: Texturing and Materials; Baking; Baking the fur and alphas; Efficient psd setup; Using masks; Basics of PBR texturing; Exporting maps; Exporting a mesh and materials into CRYENGINE; Importing the mesh by using CRYENGINE Material Editor; File check and handover; Summary; Chapter 10: Building the Character Rig; Getting started; Scene settings in Maya
Authoring the deformation skeleton in MayaThe deformation skeleton rules; Building the rig; Setting up the hitboxes; Creating the phys proxies for the character; Building the character's animation rig; Creating the animation skeleton; Creating the controllers; Rigging the arm; Rigging the spine; Rigging the leg; Rigging the tail; Enhancing the deformations; Finalizing the rig; Summary; Chapter 11: Exporting the Character to CRYENGINE; Getting started; Art asset file types; The Crytek Geometry Format; The Character format; The Skinned Render mesh; The Crytek Geometry Animation
Creating the export groups in Maya
Notes:
Includes index.
Includes bibliographical references and index.
Description based on online resource; title from PDF title page (ebrary, viewed January 6, 2016).
ISBN:
1-78439-010-0
OCLC:
1491307777

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