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Mastering CryENGINE
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AcomprehensiveguidethatcoversadvancedtasksperformedwiththeCryENGINEsystemusinginterestingexamplesandillustrationsdemonstratingeachofitsfeatures.ThisbookisdesignedfordeveloperswhoalreadyhaveabasicunderstandingofCryENGINEandwhowanttotaketheirskillstothenextlevel.WhetheryouareahobbyistdeveloperoryouareworkingonanAAAproject,MasteringCryENGINEwillhelpyouenhanceyourCryENGINEproficiency.
目錄(93章)
倒序
- coverpage
- Mastering CryENGINE
- Credits
- About the Authors
- About the Reviewers
- 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. Setting Up the Perfect Pipeline
- What is a production pipeline?
- Importance of a strong pipeline
- Version control for CryENGINE projects
- Automated builds and build scripts
- Automated performance tests
- Build integration
- Quality assurance processes
- Understanding issue tracking in CryENGINE
- Summary
- Chapter 2. Using the CryENGINE Input System – Keyboard Mouse and Game Controller
- The CryENGINE input system
- Game actions
- User profiles
- The input event names reference
- Summary
- Chapter 3. Building Complex Flow Graph Logic
- Who uses the flow graph system?
- A more complex application of the flow graph
- Revisiting the basics of flow graphs
- Flow graph data format and storage
- The entity nodes with dynamic targets
- Let's take a shortcut
- Embedding the flow graphs
- GameTokens
- Creating nodes in C++ and Lua
- Summary
- Chapter 4. Morphs and Bones – Creating a Facial Setup for Your Character
- Creating a facial setup for a character
- Facial animation
- The Lip Sync feature
- Summary
- Chapter 5. Mastering Sandbox
- Don't stop getting better
- Getting faster with keyboard shortcuts
- Customizing Sandbox
- Working with cameras
- Exploring Sandbox custom commands and macros
- Looking at some lesser-known features
- Summary
- Chapter 6. Utilizing Lua Script in CryENGINE
- Understanding the relevance of the Lua script in CryENGINE
- Lua-based entities
- Making an entity multiplayer-ready
- Using the state machine
- Using script binds
- Using engine callbacks
- Using the Lua debugger
- Summary
- Chapter 7. Animating Characters
- The CryENGINE animation system
- Introducing CryMannequin
- Extending the state machine
- Playing animations without CryMannequin
- Summary
- Chapter 8. Mastering the Smart Objects System
- What are SmartObjects?
- Where the Smart Objects system is used
- Smart Objects categories
- The concept of the SmartObject system
- The SmartObjects editor
- Creating a new SmartObject rule
- Testing the SmartObject rule
- Summary
- Chapter 9. Eye Candy – Particles Lens Flares and More
- Types of eye candy
- Particle effects
- Lens flares
- Postprocessing effects and the flow graph
- Postprocessing in TrackView
- Performance considerations
- Summary
- Chapter 10. Shipping the Build
- Getting your game ready to ship
- Tackling legal issues
- Preparing your build
- Creating an installer
- Summary
- Index 更新時間:2021-07-16 12:07:47
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