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CryENGINE 3 Cookbook
最新章節:
Index
Writteninacookbookstyle,thisbookofferssolutionsusingarecipebasedapproach.Eachrecipecontainsstep-by-stepinstructionsfollowedbyananalysisofwhatwasdoneineachtaskandotherusefulinformation.Thecookbookapproachmeansyoucandiveintowhateverrecipesyouwantinnoparticularorder.TheCryENGINE3CookbookiswrittentobeaccessibletoalldeveloperscurrentlyusingtheCryENGINE3.ItalsoexploresthedepthandpoweroftheCryENGINE3andisausefulguidetofollowwhenbecomingfamiliarwiththisawardwinningmiddle-waregameengine.Thisbookiswrittenwiththecasualandprofessionaldeveloperinmind.FundamentalknowledgeofsomeDigitalContentCreationTools,likePhotoshopand3dStudioMaxisrequired.TheSoftwareDevelopmentKitversionoftheCryENGINEisusedforallexamples,sothereadershouldhaveaversionofthedevelopmentkittofollowtherecipescontainedinthisbook.
目錄(135章)
倒序
- 封面
- 版權信息
- Credits
- About the Authors
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Chapter 1. CryENGINE 3: Getting Started
- Introduction
- Opening a level in the CryENGINE 3 Sandbox
- Navigating a level with the Sandbox Camera
- Setting up a personalized toolset layout
- How to customize toolbars and menus
- Using the Rollup Bar
- Selecting and browsing level objects
- Restoring the CryENGINE 3 default settings
- Chapter 2. Sandbox Basics
- Introduction
- Creating a new level
- Generating a procedural terrain
- Terrain sculpting
- Setting up the terrain texture
- Placing the objects in the world
- Refining the object placement
- Utilizing the layers for multiple developer collaboration
- Switching to game mode
- Saving your level
- Exporting to an engine
- Essential game objects
- Running a map from the Launcher
- Chapter 3. Basic Level Layout
- Introduction
- Making basic shapes with the Solids tool
- Editing and merging solids
- Grouping the objects
- Utilizing the Geom entities instead of brushes
- Road construction
- Painting vegetation
- Breaking up tiling with Decals
- Making caves with Voxels
- Creating Prefabs to store in external libraries
- Chapter 4. Environment Creation
- Introduction
- Creating your first time of day using the basic parameters
- Adjusting the terrain lighting
- Using the real-time Global Illumination
- Editing HDR lighting and the effects for flares
- Creating a global volumetric fog
- Creating a night scene with time of day parameters
- Color grading your level
- Creating a photo realistic ocean
- Improving your sky with clouds
- Making it rain in your level
- Chapter 5. Basic Artificial Intelligence
- Introduction
- Placing the enemy AI
- Generating the AI navigation
- Forbidden boundaries
- Forbidden areas
- Setting up the interior navigation
- Debugging the AI triangulation
- Narrowing the AI's FOV to allow attacks from behind
- Respawning AI
- Chapter 6. Asset Creation
- Introduction
- Installing the CryENGINE 3 plugin for 3D Studio Max
- Creating textures using CryTIF
- Setting up units to match CryENGINE in 3ds
- Basic material setup in 3ds
- Creating and exporting static objects
- Creating and exporting destroyable objects
- Using advanced material editor parameters to create animation
- Creating new material effects
- Creating image-based lighting
- Chapter 7. Characters and Animation
- Introduction
- Creating skinned characters for the CryENGINE
- Ragdoll and physics for characters
- Creating animation for your character
- Previewing animations and characters for Sandbox
- Creating upper body only animations
- Creating locomotion animations
- Animating rigid body geometry data
- Chapter 8. Creating Vehicles
- Introduction
- Creating a new car mesh (CGA)
- Creating a new car XML
- Giving more speed to the car
- Increasing the mass to push objects with the car
- Defining a sitting location
- Setting up multiple cameras for the car
- Need for a machine gun
- Giving the car a weak spot
- Chapter 9. Game Logic
- Introduction
- How to beam the player to a tag point from a trigger
- Making the AI go to a location when the player enters a proximity trigger
- Debugging the Flow Graph
- Creating a kill counter
- Rewarding the player for reaching a kill goal
- Displaying the player's health through a Flow Graph
- Changing the player camera through key input
- Creating a countdown timer
- Chapter 10. Track View and Cut-Scenes
- Introduction
- Creating a new Track View sequence
- Animating a camera in the Track View
- Triggering a sequence using the Flow Graph
- Animating entities in the Track View
- Playing animations on entities in the Track View
- Using console variables (CVars) in the Track View
- Using track events
- Chapter 11. Fun Physics
- Introduction
- Low gravity
- Hangman on a rope
- Tornadoes
- Constraints
- Wrecking ball
- Rock slide
- Chapter 12. Profiling and Improving Performance
- Introduction
- Profiling performance in the Sandbox
- Saving level statics
- Enabling the debug draw modes
- Optimizing the levels with VisAreas and portals
- Using light boxes and light areas
- Activating and deactivating the layers
- Index 更新時間:2021-04-02 19:13:39
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