CryENGINE 3 Cookbook. Over 90 recipes written by Crytek developers for creating third-generation real-time games
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- Sean Tracy, Dan Tracy, Sean P Tracy (USD)
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Opis ebooka: CryENGINE 3 Cookbook. Over 90 recipes written by Crytek developers for creating third-generation real-time games
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Szczegóły ebooka
- Tytuł oryginału:
- CryENGINE 3 Cookbook. Over 90 recipes written by Crytek developers for creating third-generation real-time games
- ISBN Ebooka:
- 978-18-496-9107-9, 9781849691079
- Data wydania ebooka:
- 2011-06-23 Data wydania ebooka często jest dniem wprowadzenia tytułu do sprzedaży i może nie być równoznaczna z datą wydania książki papierowej. Dodatkowe informacje możesz znaleźć w darmowym fragmencie. Jeśli masz wątpliwości skontaktuj się z nami sklep@ebookpoint.pl.
- Język publikacji:
- angielski
- Rozmiar pliku Pdf:
- 10.2MB
- Rozmiar pliku ePub:
- 23.3MB
- Rozmiar pliku Mobi:
- 29.3MB
Spis treści ebooka
- CryENGINE 3 Cookbook
- Table of Contents
- CryENGINE 3 Cookbook
- Credits
- About the Authors
- www.PacktPub.com
- Support files, eBooks, discount offers and more
- Why subscribe?
- Free access for Packt account holders
- 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
- Downloading the example code and colored graphics for this book
- Errata
- Piracy
- Questions
- 1. CryENGINE 3: Getting Started
- Introduction
- Opening a level in the CryENGINE 3 Sandbox
- Getting ready
- How to do it...
- How it works...
- Theres more...
- What is a .cry file?
- Using a level.cfg
- See also
- Navigating a level with the Sandbox Camera
- Getting ready
- How to do it...
- How it works...
- There's more...
- Viewport movement speed control
- Under Views you can adjust the viewport to view different aspects of your level
- Splitting the main viewport to several subviewports
- See also
- Setting up a personalized toolset layout
- Getting ready
- How to do it...
- How it works...
- The Status Bar
- The Console
- The Toolbox
- See also
- How to customize toolbars and menus
- Getting ready
- How to do it...
- How it works...
- There's more...
- The Options tab
- Personalized menus and toolbars
- Using the Rollup Bar
- Getting ready
- How to do it...
- How it works...
- There's more...
- The AI section
- The Area section
- The Entities section
- The Misc Objects section
- The Solids section
- The Archetype entity section
- The Geom entity section
- The Prefabs section
- The Sound section
- See also
- Selecting and browsing level objects
- Getting ready
- How to do it...
- How it works...
- There's more...
- Browsing frozen and hidden objects
- List types
- Display as a Tree
- See also
- Restoring the CryENGINE 3 default settings
- Getting ready
- How to do it...
- How it works...
- There's more...
- Deleting your user folder
- See also
- 2. Sandbox Basics
- Introduction
- Creating a new level
- Getting ready
- How to do it...
- How it works...
- Using the Terrain option
- Heightmap resolution
- Meters per unit
- Terrain size
- There's more...
- See also
- Generating a procedural terrain
- Getting ready
- How to do it...
- How it works...
- There's more...
- Terrain generation settings
- See also
- Terrain sculpting
- Getting ready
- How to do it...
- How it works...
- There's more...
- Noise settings
- Reposition objects and vegetation
- See also
- Setting up the terrain texture
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Placing the objects in the world
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Refining the object placement
- Getting ready
- How to do it...
- There's more...
- Local position and rotation
- Grid and angle snaps
- Ctrl + Shift + Click
- See also
- Utilizing the layers for multiple developer collaboration
- Getting ready
- How to do it...
- How it works...
- There's more...
- External layer limitations
- See also
- Switching to game mode
- Getting ready
- How to do it...
- See also
- Saving your level
- Getting ready
- How to do it...
- How it works...
- There's more...
- Exporting to an engine
- Getting ready
- How to do it...
- How it works...
- There's more...
- Opening .pak files
- Corrupted .pak files should be deleted and re-exported
- Essential game objects
- Getting ready
- How to do it...
- How it works...
- See also
- Running a map from the Launcher
- Getting ready
- How to do it...
- See also
- 3. Basic Level Layout
- Introduction
- Making basic shapes with the Solids tool
- Getting ready
- How to do it...
- How it works...
- There's more...
- Other shapescone, sphere, cylinder
- Number of sidesonly for cone, sphere, cylinder
- See also
- Editing and merging solids
- Getting ready
- How to do it...
- There's more...
- Exporting the selected geometry to .OBJ
- Resetting the XForm
- See also
- Grouping the objects
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Utilizing the Geom entities instead of brushes
- Getting ready
- How to do it...
- How it works...
- See also
- Road construction
- Getting ready
- How to do it...
- How it works...
- There's more...
- Road parameters
- Shape editing
- Align Height Map
- See also
- Painting vegetation
- Getting ready
- How to do it...
- How it works...
- There's more...
- Vegetation parameters
- See also
- Breaking up tiling with Decals
- Getting ready
- How to do it...
- How it works...
- There's more...
- Decal parameters
- Decals can have their unique position, rotation, and scale
- See also
- Making caves with Voxels
- Getting ready
- How to do it...
- How it works...
- There's more...
- Soft Create
- Material
- Copy Terrain
- Creating Prefabs to store in external libraries
- Getting ready
- How to do it...
- How it works...
- There's more...
- Extract Object and Extract All
- Open/Close
- Pick and Attach/Remove Object and Update Prefab
- See also
- 4. Environment Creation
- Introduction
- Creating your first time of day using the basic parameters
- Getting ready
- How to do it...
- How it works...
- There's more...
- Forcing sky update to true
- Record icon
- Play icon
- See also
- Adjusting the terrain lighting
- Getting ready
- How to do it...
- How it works...
- There's more...
- Terrain ambient occlusion
- Transition shading from the sun to the moon
- SSAO (screen-space-ambient occlusion)
- See also
- Using the real-time Global Illumination
- Getting ready
- How to do it...
- How it works...
- There's more...
- Advanced GI Cvars
- See also
- Editing HDR lighting and the effects for flares
- Getting ready
- How to do it...
- How it works...
- There's more...
- Lights with flare effects
- Glow texture effect produces bloom and flares
- See also
- Creating a global volumetric fog
- Getting ready
- How to do it...
- How it works...
- There's more...
- Density offset
- Enabling or disabling fog in the Render Settings
- See also
- Creating a night scene with time of day parameters
- Getting ready
- How to do it...
- There's more...
- SSAO contrast and amount
- HDRSetup parameters at night
- Moon and corona color and scale
- See also
- Color grading your level
- Getting ready
- How to do it...
- How it works...
- There's more...
- _CCH naming convention
- Capturing TGA images as reference images
- Debugging visual glitches
- See also
- Creating a photo realistic ocean
- Getting ready
- How to do it...
- How it works...
- There's more...
- Animating water parameters
- Caustics
- Free form transformation FFT water
- Improving your sky with clouds
- Getting ready
- How to do it...
- How it works...
- There's more...
- Cloud shadows
- See also
- Making it rain in your level
- Getting ready
- How to do it...
- How it works...
- There's more...
- Lightning entity
- Wind
- Fog volumes
- 5. Basic Artificial Intelligence
- Introduction
- Placing the enemy AI
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Generating the AI navigation
- Getting ready
- How to do it...
- How it works...
- There's more...
- Generating AI triangulation
- See also
- Forbidden boundaries
- Getting ready
- How to do it...
- How it works...
- See also
- Forbidden areas
- Getting ready
- How to do it...
- How it works...
- See also
- Setting up the interior navigation
- Getting ready
- How to do it...
- How it works...
- There's more...
- Auto-Dynamic Points versus Designer Controlled Points
- See also
- Debugging the AI triangulation
- Getting ready
- How to do it...
- How it works...
- See also
- Narrowing the AI's FOV to allow attacks from behind
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Respawning AI
- Getting ready
- How to do it...
- How it works...
- There's more...
- AI territory FlowGraph node properties
- AI wave FlowGraph node properties
- 6. Asset Creation
- Introduction
- Installing the CryENGINE 3 plugin for 3D Studio Max
- Getting ready
- How to do it...
- How it works...
- There's more...
- 3ds Max CryTools Maxscripts
- Installing the 3ds Max CryTools Maxscripts
- Uninstalling the 3ds Max CryTools Maxscripts
- See also
- Creating textures using CryTIF
- Getting ready
- How to do it...
- How it works...
- There's more...
- Editing the CryTif plugin root path
- Adjusting the default presets in the CryTIF dialog
- Manually generating the .DDS output
- See also
- Setting up units to match CryENGINE in 3ds
- Getting ready
- How to do it...
- How it works...
- There's more...
- Grid and Snap settings
- Measurement reference
- See also
- Basic material setup in 3ds
- Getting ready
- How to do it...
- How it works...
- There's more...
- Assigning textures in 3ds Max to materials
- Physicalize
- See also
- Creating and exporting static objects
- Getting ready
- How to do it...
- How it works...
- There's more...
- Physics proxy
- Occlusion geometry
- User defined properties
- See also
- Creating and exporting destroyable objects
- Getting ready
- How to do it...
- How it works...
- There's more...
- Two-dimensional breakable assets
- Jointed breakables
- User defined properties
- See also
- Using advanced material editor parameters to create animation
- Getting ready
- How to do it...
- How it works...
- There's more...
- Animated textures
- Vertex deformation
- See also
- Creating new material effects
- Getting ready
- How to do it...
- How it works...
- There's more...
- Creating new surface types
- Physics block parameters
- Ammo surface types
- See also
- Creating image-based lighting
- Getting ready
- How to do it...
- How it works...
- There's more...
- Generating all Cubemaps
- Creating a CubeMap with Material Editor
- See also
- 7. Characters and Animation
- Introduction
- Creating skinned characters for the CryENGINE
- Getting ready
- How to do it...
- How it works...
- Materials and characters
- LOD (Level of Detail)
- Bone Attachments
- See also
- Ragdoll and physics for characters
- Getting ready
- How to do it...
- How it works...
- There's more...
- IK limits
- ParentFrames
- Dead body entity settings
- See also
- Creating animation for your character
- Getting ready
- How to do it...
- How it works...
- There's more...
- Changing the animations compression
- .chrparams file Wildcard Mapping
- Animobject entity
- See also
- Previewing animations and characters for Sandbox
- Getting ready
- How to do it...
- How it works...
- There's more...
- Animation driven motion
- Searching and filtering animations
- Types of animation assets
- See also
- Creating upper body only animations
- Getting ready
- How to do it...
- How it works...
- There's more...
- Additive animations
- Using additives
- See also
- Creating locomotion animations
- Getting ready
- How to do it...
- How it works...
- There's more...
- Swimming and vehicle transitions
- Locomotion loops
- Idle to move and 180 degree rotational assets
- See also
- Animating rigid body geometry data
- Getting ready
- How to do it...
- How it works...
- There's more...
- Pre-baked physics with .CGA objects
- Anim object and pre-baked .CGA
- See also
- 8. Creating Vehicles
- Introduction
- Creating a new car mesh (CGA)
- Getting ready
- How to do it...
- How it works...
- There's more...
- Dummy helpers for modification of the parts
- Parts for vehicles and their limitless possibilities
- See also
- Creating a new car XML
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Giving more speed to the car
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Increasing the mass to push objects with the car
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Defining a sitting location
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Setting up multiple cameras for the car
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Need for a machine gun
- Getting ready
- How to do it...
- How it works...
- See also
- Giving the car a weak spot
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- 9. Game Logic
- Introduction
- How to beam the player to a tag point from a trigger
- Getting ready
- How to do it...
- How it works...
- See also
- Making the AI go to a location when the player enters a proximity trigger
- Getting ready
- How to do it...
- How it works...
- There's more...
- AIGotoEx
- See also
- Debugging the Flow Graph
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Creating a kill counter
- Getting ready
- How to do it...
- How it works...
- See also
- Rewarding the player for reaching a kill goal
- Getting ready
- How to do it...
- How it works...
- See also
- Displaying the player's health through a Flow Graph
- Getting ready
- How to do it...
- How it works...
- Changing the player camera through key input
- Getting ready
- How to do it...
- How it works...
- There's more...
- Creating a countdown timer
- How to do it...
- How it works...
- There's more...
- 10. Track View and Cut-Scenes
- Introduction
- Creating a new Track View sequence
- How to do it...
- How it works...
- There's more...
- Available tracks in the director node
- Sequence properties
- See also
- Animating a camera in the Track View
- Getting ready
- How to do it...
- How it works...
- There's more...
- FOV
- Playback speed
- Curve editor
- See also
- Triggering a sequence using the Flow Graph
- Getting ready
- How to do it...
- How it works...
- There's more...
- Useful debugging trigger
- Start time property
- Break on stop property
- See also
- Animating entities in the Track View
- Getting ready
- How to do it...
- How it works...
- There's more...
- Entity visibility track
- Animating scale
- Entities and their tracks
- See also
- Playing animations on entities in the Track View
- Getting ready
- How to do it...
- How it works...
- There's more...
- Loop animation
- Start time
- Time scale
- See also
- Using console variables (CVars) in the Track View
- Getting ready
- How to do it...
- How it works...
- There's more...
- Animating the CVar values
- T_scale cvar in Track View
- See also
- Using track events
- Getting ready
- How to do it...
- How it works...
- There's more...
- Removing events from the sequence
- Triggering image nodes for track sequences
- See also
- 11. Fun Physics
- Introduction
- Low gravity
- Getting ready
- How to do it...
- How it works...
- There's more...
- Uniform property
- Gravity sphere
- Hangman on a rope
- Getting ready
- How to do it...
- How it works...
- See also
- Tornadoes
- Getting ready
- How to do it...
- How it works...
- There's more...
- Constraints
- Getting ready
- How to do it...
- How it works...
- There's more...
- Constraint properties
- Wrecking ball
- Getting ready
- How to do it...
- How it works...
- See also
- Rock slide
- Getting ready
- How to do it...
- How it works...
- There's more...
- Physics properties
- Simulation properties
- See also
- 12. Profiling and Improving Performance
- Introduction
- Profiling performance in the Sandbox
- Getting ready
- How to do it...
- How it works...
- There's more...
- Draw Calls
- Triangle count
- Budgets
- See also
- Saving level statics
- Getting ready
- How to do it...
- How it works...
- There's more...
- Textures tab and render targets
- Physics tris and physics size
- Detailed dependencies tab
- See also
- Enabling the debug draw modes
- Getting ready
- How to do it...
- How it works...
- There's more...
- Overdraw pixel cost scale
- R_stats 15
- Profiles
- See also
- Optimizing the levels with VisAreas and portals
- Getting ready
- How to do it...
- How it works...
- There's more...
- Ambient color of VisAreas and portals
- Blind spots
- Using VisAreas and portals vertically
- See also
- Using light boxes and light areas
- Getting ready
- How to do it...
- How it works...
- There's more...
- Using a concave light shape
- Linking to multiple light shapes
- See also
- Activating and deactivating the layers
- Getting ready
- How to do it...
- How it works...
- There's more...
- Limits of layer switching
- Cinematics
- See also
- Index
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- cena książki może być wyższa od początkowej ceny detalicznej, co jest spowodowane kosztami druku cyfrowego (wyższymi niż koszty tradycyjnego druku offsetowego). Obowiązująca cena jest zawsze podawana na stronie WWW książki;
- zawartość książki wraz z dodatkami (płyta CD, DVD) odpowiada jej pierwotnemu wydaniu i jest w pełni komplementarna;
- usługa nie obejmuje książek w kolorze.
Masz pytanie o konkretny tytuł? Napisz do nas: sklep[at]helion.pl.
Książka, którą chcesz zamówić pochodzi z końcówki nakładu. Oznacza to, że mogą się pojawić drobne defekty (otarcia, rysy, zagięcia).
Co powinieneś wiedzieć o usłudze "Końcówka nakładu":
- usługa obejmuje tylko książki oznaczone tagiem "Końcówka nakładu";
- wady o których mowa powyżej nie podlegają reklamacji;
Masz pytanie o konkretny tytuł? Napisz do nas: sklep[at]helion.pl.
Książka drukowana
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