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Autore: | Tracy Sean |
Titolo: | CryENGINE 3 game development [[electronic resource] ] : eginner's guide / / Sean Tracy, Paul Reindell |
Pubblicazione: | Birmingham, : Packt Publishing, 2012 |
Descrizione fisica: | 1 online resource (354 p.) |
Disciplina: | 006.6 |
Soggetto topico: | Computer games - Programming |
Electronic games - Design | |
Soggetto genere / forma: | Electronic books. |
Altri autori: | ReindellPaul |
Note generali: | Includes index. |
Nota di contenuto: | Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introducing the CryENGINE 3 Free SDK; What is the CryENGINE?; Applying your vision; Far Cry by Crytek - first-person shooter; Aion by NCsoft - massively online role-playing game; Crysis by Crytek - first-person shooter; Crysis Warhead by Crytek - first-person shooter; Crysis 2 by Crytek - first-person shooter; CryENGINE 3 Free SDK; What's in it for me?; Do I need a full team to develop with the CryENGINE?; Learning by example |
Time for action - installing the CryENGINE 3 Free SDKCome in...stay awhile; 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; CryENGINE 3 Sandbox; Time for action - starting Sandbox and WYSIWYP; Getting around in the Sandbox Editor; Time for action - manipulating the perspective camera; Handling level objects | |
Time for action - selecting and browsing objectsTime for action - saving our work; Summary; Chapter 2: Breaking Ground with Sandbox; What makes a game?; Reducing, reusing, recycling; Developing out of the box; Time for action - creating a new level; Using the right Heightmap Resolution; Scaling your level with Meters Per Unit; Calculating the real-world size of the terrain; Using or not using terrain; Time for action - creating your own heightmap; Using alternative ways for creating terrain; Generating procedural terrain; Importing a pre-made heightmap; Creating terrain textures | |
Time for action - creating some basic terrain texture layersAdding altitude and slope; Adjusting the tile resolution; Creating vegetation; Time for action - creating some flora for your level; Time for action - setting up time of day and its basic parameters; Adding Atmosphere; Summary; Chapter 3: Playable Levels in No Time; Building levels with entities and objects; Starting a level; Creating a spawn point; Time for action - creating a spawn point; Landmarks to guide the player; Using roads in levels; Time for action - creating a road object; Utilizing layers to organize level objects | |
Time for action - creating and managing layersAdding objects using the asset browser; Time for action - adding brushes to the level; White boxing; White boxing using Constructive Solid Geometry (CSG); Time for action - creating constructive solid geometry; Adding characters with Artificial Intelligence (AI); Time for action - place a basic AI entity; Create an archetype entity; Time for action - creating your own archetype; Exporting to engine; Time for action - exporting your level to engine; Summary; Chapter 4: I'm a Scripter, Not a Coder; Scripting and the CryENGINE 3 | |
Lua usage in the CryENGINE 3 | |
Sommario/riassunto: | Discover how to use the CryENGINE 3 free SDK, the next-generation real-time game development tool. |
Titolo autorizzato: | CryENGINE 3 game development |
ISBN: | 1-283-63742-1 |
1-84969-206-8 | |
Formato: | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione: | Inglese |
Record Nr.: | 9910462543303321 |
Lo trovi qui: | Univ. Federico II |
Opac: | Controlla la disponibilità qui |