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Mastering CryENGINE : use CryENGINE at a professional level and master the engine's features to build AAA quality games / / Sascha Gundlach, Michelle K. Martin
Mastering CryENGINE : use CryENGINE at a professional level and master the engine's features to build AAA quality games / / Sascha Gundlach, Michelle K. Martin
Autore Gundlach Sascha
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2014
Descrizione fisica 1 online resource (278 p.)
Disciplina 004.38293
Collana Community experience distilled
Soggetto topico Computer games - Programming
Open source software
Soggetto genere / forma Electronic books.
ISBN 1-78355-026-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Setting Up the Perfect Pipeline; What is a production pipeline?; Importance of a strong pipeline; Version control for CryENGINE projects; What version control does for you; Production without version control; Working from a shared folder; Selecting a VCS for CryENGINE projects; Setting up version control for CryENGINE; Sandbox; Identifying CryENGINE project files to be excluded from version control; Automated builds and build scripts; Creating nightly builds
Setting up a build serverOperating system; What the build scripts should do; Creating your custom build script; Writing your own script; Wrapping it up; Scheduling automated builds; Automated performance tests; Using level statistics to profile the performance of a level; Build integration; Integrating a new version of CryENGINE; Engine depot; Project branch; Integration; Quality assurance processes; QA pipeline in larger scale teams; QA pipeline in smaller teams; Working without a QA pipeline; Understanding issue tracking in CryENGINE; Summary
Chapter 2: Using the CryENGINE Input System - Keyboard, Mouse, and Game ControllerThe CryENGINE input system; A layer of abstraction; Input event system; Game actions; Action Maps; Multiple Action Maps; Creating a new Action; Setting up an Action event; Adding an Action mapping; Reacting to Action events; Action events in code; Action events in FlowGraph; Filtering Actions; Creating Action Filters; Using Action Filters; Reacting to Input events; Code; FlowGraph; User profiles; Modifying user profiles; DLCs and patches; Input event names reference; Keyboard; Mouse; XBox 360 controller
PS3 controllerSummary; 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; Types of nodes; Entity nodes; Component nodes; Flow graph data format and storage; The entity nodes with dynamic targets; What happens if we input the wrong EntityId?; A more complex application of dynamic EntityIds; Let's take a shortcut; Q - node quick search; F/G - link highlighting; Ctrl + Shift + V - paste nodes with links; Embedding the flow graphs; GameTokens; The GameToken libraries
Reacting to a game token changing its stateThe GraphTokens variable; Accessing the Lua functionality; Creating nodes in C++ and Lua; Adding ports to an entity flow graph node; Creating flow graph nodes using Lua script; Creating flow graph nodes using C++; Summary; Chapter 4: Morphs and Bones - Creating a Facial Setup for Your Character; Creating a facial setup for a character; Exporting the character's head; Using facial expression libraries; Creating a new facial expression library; Mapping the library; Creating expressions; Facial animation; Creating facial sequences
Using Facial Sequences in the engine
Record Nr. UNINA-9910453266403321
Gundlach Sascha  
Birmingham : , : Packt Publishing, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Mastering CryENGINE : use CryENGINE at a professional level and master the engine's features to build AAA quality games / / Sascha Gundlach, Michelle K. Martin
Mastering CryENGINE : use CryENGINE at a professional level and master the engine's features to build AAA quality games / / Sascha Gundlach, Michelle K. Martin
Autore Gundlach Sascha
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2014
Descrizione fisica 1 online resource (278 p.)
Disciplina 004.38293
Collana Community experience distilled
Soggetto topico Video games - Programming
Open source software
ISBN 1-78355-026-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Setting Up the Perfect Pipeline; What is a production pipeline?; Importance of a strong pipeline; Version control for CryENGINE projects; What version control does for you; Production without version control; Working from a shared folder; Selecting a VCS for CryENGINE projects; Setting up version control for CryENGINE; Sandbox; Identifying CryENGINE project files to be excluded from version control; Automated builds and build scripts; Creating nightly builds
Setting up a build serverOperating system; What the build scripts should do; Creating your custom build script; Writing your own script; Wrapping it up; Scheduling automated builds; Automated performance tests; Using level statistics to profile the performance of a level; Build integration; Integrating a new version of CryENGINE; Engine depot; Project branch; Integration; Quality assurance processes; QA pipeline in larger scale teams; QA pipeline in smaller teams; Working without a QA pipeline; Understanding issue tracking in CryENGINE; Summary
Chapter 2: Using the CryENGINE Input System - Keyboard, Mouse, and Game ControllerThe CryENGINE input system; A layer of abstraction; Input event system; Game actions; Action Maps; Multiple Action Maps; Creating a new Action; Setting up an Action event; Adding an Action mapping; Reacting to Action events; Action events in code; Action events in FlowGraph; Filtering Actions; Creating Action Filters; Using Action Filters; Reacting to Input events; Code; FlowGraph; User profiles; Modifying user profiles; DLCs and patches; Input event names reference; Keyboard; Mouse; XBox 360 controller
PS3 controllerSummary; 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; Types of nodes; Entity nodes; Component nodes; Flow graph data format and storage; The entity nodes with dynamic targets; What happens if we input the wrong EntityId?; A more complex application of dynamic EntityIds; Let's take a shortcut; Q - node quick search; F/G - link highlighting; Ctrl + Shift + V - paste nodes with links; Embedding the flow graphs; GameTokens; The GameToken libraries
Reacting to a game token changing its stateThe GraphTokens variable; Accessing the Lua functionality; Creating nodes in C++ and Lua; Adding ports to an entity flow graph node; Creating flow graph nodes using Lua script; Creating flow graph nodes using C++; Summary; Chapter 4: Morphs and Bones - Creating a Facial Setup for Your Character; Creating a facial setup for a character; Exporting the character's head; Using facial expression libraries; Creating a new facial expression library; Mapping the library; Creating expressions; Facial animation; Creating facial sequences
Using Facial Sequences in the engine
Record Nr. UNINA-9910791047503321
Gundlach Sascha  
Birmingham : , : Packt Publishing, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Mastering CryENGINE : use CryENGINE at a professional level and master the engine's features to build AAA quality games / / Sascha Gundlach, Michelle K. Martin
Mastering CryENGINE : use CryENGINE at a professional level and master the engine's features to build AAA quality games / / Sascha Gundlach, Michelle K. Martin
Autore Gundlach Sascha
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2014
Descrizione fisica 1 online resource (278 p.)
Disciplina 004.38293
Collana Community experience distilled
Soggetto topico Video games - Programming
Open source software
ISBN 1-78355-026-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Setting Up the Perfect Pipeline; What is a production pipeline?; Importance of a strong pipeline; Version control for CryENGINE projects; What version control does for you; Production without version control; Working from a shared folder; Selecting a VCS for CryENGINE projects; Setting up version control for CryENGINE; Sandbox; Identifying CryENGINE project files to be excluded from version control; Automated builds and build scripts; Creating nightly builds
Setting up a build serverOperating system; What the build scripts should do; Creating your custom build script; Writing your own script; Wrapping it up; Scheduling automated builds; Automated performance tests; Using level statistics to profile the performance of a level; Build integration; Integrating a new version of CryENGINE; Engine depot; Project branch; Integration; Quality assurance processes; QA pipeline in larger scale teams; QA pipeline in smaller teams; Working without a QA pipeline; Understanding issue tracking in CryENGINE; Summary
Chapter 2: Using the CryENGINE Input System - Keyboard, Mouse, and Game ControllerThe CryENGINE input system; A layer of abstraction; Input event system; Game actions; Action Maps; Multiple Action Maps; Creating a new Action; Setting up an Action event; Adding an Action mapping; Reacting to Action events; Action events in code; Action events in FlowGraph; Filtering Actions; Creating Action Filters; Using Action Filters; Reacting to Input events; Code; FlowGraph; User profiles; Modifying user profiles; DLCs and patches; Input event names reference; Keyboard; Mouse; XBox 360 controller
PS3 controllerSummary; 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; Types of nodes; Entity nodes; Component nodes; Flow graph data format and storage; The entity nodes with dynamic targets; What happens if we input the wrong EntityId?; A more complex application of dynamic EntityIds; Let's take a shortcut; Q - node quick search; F/G - link highlighting; Ctrl + Shift + V - paste nodes with links; Embedding the flow graphs; GameTokens; The GameToken libraries
Reacting to a game token changing its stateThe GraphTokens variable; Accessing the Lua functionality; Creating nodes in C++ and Lua; Adding ports to an entity flow graph node; Creating flow graph nodes using Lua script; Creating flow graph nodes using C++; Summary; Chapter 4: Morphs and Bones - Creating a Facial Setup for Your Character; Creating a facial setup for a character; Exporting the character's head; Using facial expression libraries; Creating a new facial expression library; Mapping the library; Creating expressions; Facial animation; Creating facial sequences
Using Facial Sequences in the engine
Record Nr. UNINA-9910818684503321
Gundlach Sascha  
Birmingham : , : Packt Publishing, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui