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CryENGINE game programming with C++, C#, and Lua / / Filip Lundgren, Ruan Pearce-Authers
CryENGINE game programming with C++, C#, and Lua / / Filip Lundgren, Ruan Pearce-Authers
Autore Lundgren Filip
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (276 pages) : illustrations
Altri autori (Persone) Pearce-AuthersRuan
Collana Community experience distilled
Soggetto topico Computer games - Programming
Electronic games - Design
Soggetto genere / forma Electronic books.
ISBN 1-84969-591-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910453692803321
Lundgren Filip  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
CryENGINE game programming with C++, C#, and Lua / / Filip Lundgren, Ruan Pearce-Authers
CryENGINE game programming with C++, C#, and Lua / / Filip Lundgren, Ruan Pearce-Authers
Autore Lundgren Filip
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (276 pages) : illustrations
Altri autori (Persone) Pearce-AuthersRuan
Collana Community experience distilled
Soggetto topico Video games - Programming
Video games - Design
ISBN 1-84969-591-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910790845903321
Lundgren Filip  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
CryENGINE game programming with C++, C#, and Lua / / Filip Lundgren, Ruan Pearce-Authers
CryENGINE game programming with C++, C#, and Lua / / Filip Lundgren, Ruan Pearce-Authers
Autore Lundgren Filip
Edizione [1st ed.]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (276 pages) : illustrations
Disciplina 005.384
Altri autori (Persone) Pearce-AuthersRuan
Collana Community experience distilled
Soggetto topico Video games - Programming
Video games - Design
ISBN 1-84969-591-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- CryENGINE Game Programming with C++, C#, and Lua -- Table of Contents -- CryENGINE Game Programming with C++, C#, and Lua -- Credits -- About the Authors -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Errata -- Piracy -- Questions -- 1. Introduction and Setup -- Installing Visual Studio Express 2012 -- Choosing your CryENGINE installation type -- Downloading the book's CryENGINE sample installation -- What just happened? -- Using a custom or newer CryENGINE installation -- Verifying that the build is functional -- Integrating CryMono (C# support) -- Compiling the CryMono project -- Loading and initializing CryMono via the CryGame.dll library -- Including the CryMono interface folder -- Initializing CryMono at start up -- Registering flow nodes -- Registering your CryDev account -- What just happened? -- Running the sample application -- Editor -- Starting the Editor -- Launcher -- Starting the Launcher -- Dedicated server -- Compiling the CryGame project (C++) -- What just happened? -- The CE Game Programming Sample solution breakdown -- CryGame -- CryAction -- CryCommon -- The CryENGINE folder structure -- PAK files -- File query priority -- Attaching the debugger -- What just happened? -- Summary -- 2. Visual Scripting with Flowgraph -- Concept of flowgraphs -- Opening the Flowgraph Editor -- A tour of the Flowgraph Editor -- Components -- Terminology -- Component categories -- Flowgraph types -- AI Actions -- UI Actions -- Material FX -- FG Modules -- Entities -- Prefabs -- Creating a flowgraph -- The flowgraph entity -- Spawning FlowgraphEntity -- Attaching a new flowgraph.
Adding nodes into flowgraphs -- Input and output ports -- Port types -- Target entities -- Linking flownodes -- Testing our flowgraph -- The stock flownode overview -- Building a clock -- Listening for player input -- Executing on a loop -- Flowgraph modules -- Creating a module -- Calling a module -- Module parameters/ports -- Custom flownodes -- Creating a custom node in C++ -- Organizing nodes -- Creating a new node file -- Breaking down of code -- The node functions overview -- Implementing GetConfiguration -- Creating ports -- Assigning arrays to the node configuration -- Flownode configuration flags -- Implementing ProcessEvent -- Creating a custom node in C# -- Adding inputs -- Adding outputs -- Implementing Activate -- Target entities -- Summary -- 3. Creating and Utilizing Custom Entities -- Introducing the entity system -- Entity classes -- Entities -- entityId -- EntityGUID -- Game objects -- The entity pool system -- Creating a custom entity -- Creating an entity using Lua -- Common Lua entity callbacks -- Creating an entity in C# -- Adding Editor properties -- Property folders -- Creating an entity in C++ -- Creating a custom entity class -- Implementing a property handler -- Entity flownodes -- Creating an entity flownode in Lua -- Creating an entity flownode using C# -- Creating an entity flownode in C++ -- Registering the entity node -- The final code -- Game objects -- Game object extensions -- Creating a game object extension in C++ -- Activating our extension -- Summary -- 4. Game Rules -- Introduction to game rules -- IGameRules interface - game rules -- Scripting - game modes -- Loading a level -- Implementing the game rules interface -- Registering the game object extension -- Creating custom game modes -- Scripting -- Lua scripting -- Invoking methods -- Invoking methods with parameters -- Getting values returned from Lua.
Getting table values -- CryMono scripting -- Calling methods -- Return values -- Properties -- Fields -- Creating a basic game mode in C# -- Defining our intention -- Creating the actor -- Spawning the actor -- Handling disconnections -- Assigning the player to a team -- Implementing Headquarters -- Adding the end game event -- Creating the Headquarters entity -- Detour - trigger bounds and entity areas -- Populating the level -- Summary -- 5. Creating Custom Actors -- Introducing the actor system -- Channel identifiers -- Actor spawning -- Removing actors -- The view system -- Linking views to game objects -- Creating custom actors -- Creating actors in C# -- The CryMono class hierarchy -- Using native and CryMono actors alongside each other -- C++ actor registration -- C# declaration -- Creating actors in C++ -- Registering actors -- Camera handling -- Implementing IGameObjectView -- Creating a top-down camera -- View rotation -- Player inputs -- The hardware mouse -- Action maps -- Listening for action map events -- IActionListener -- Enabling action map sections -- Animated characters -- Movement requests -- Adding a movement request -- The Mannequin animation system -- The Mannequin Editor -- Preview setup -- Creating contexts -- Creating fragments -- Adding options -- Creating and using tags -- Appending tags to Options -- Saving -- Starting fragments -- Acquiring the fragment identifier -- Queuing the fragment -- Setting tags -- Forcing actions into requerying options -- Debugging Mannequin -- Setting up Mannequin for a custom entity -- Initializing Mannequin -- Loading the controller definition -- Setting the active context -- Summary -- 6. Artificial Intelligence -- The Artificial Intelligence (AI) system -- Scripting -- AI actors -- Goal pipes -- Creating custom pipes -- Selecting pipes -- Signals -- AI behaviors -- Sample -- IAIObject.
Creating custom AI -- Registering an AI actor implementation -- In C# -- In C++ -- Creating the AI entity definition -- AI behaviors and characters -- Understanding and using behavior selection trees -- Variables -- Signal variables -- Leaves / behavior queries -- Character -- NavigationType -- Creating custom behaviors -- Listening to signals -- AI base definition breakdown -- The AISample_x table -- The Properties table -- The AIMovementAbility table -- The CreateAI function -- The RegisterAI function -- Summary -- 7. The User Interface -- Flash movie clips and UI graphs -- Elements -- XML Breakdown -- Actions -- Creating a main menu -- Creating menu elements -- Exposing ActionScript assets -- Functions -- Events -- Variables -- Arrays -- Exposing MovieClip instances to flowgraph -- Creating the UI actions -- Creating the state control graph -- Creating the MainMenu action -- Adding buttons -- End result -- Engine ActionScript callbacks -- Creating UI game event systems -- Implementing IUIGameEventSystem -- Receiving events -- Dispatching events -- Dispatching the event -- Summary -- 8. Multiplayer and Networking -- The networking system -- Network identifiers -- Net channels -- Net nubs -- Setting up a multiplayer game -- Starting the server -- Dedicated server -- Launcher -- Connecting to a server via the console -- Debugging networked games -- Networking using game object extensions -- Remote Method Invocation (RMI) -- RMI structure -- Parameters -- Attach type -- Server/client separation -- Function definition -- RMI example -- Network aspect serialization -- Aspects -- Compression policies -- Creating a new compression policy -- Exposing Lua entities to the network -- Net.Expose -- Function implementation -- Invoking RMIs -- On the server -- On all clients -- On all other clients -- Binding our entity to the network -- Summary.
9. Physics Programming -- CryPhysics -- Physicalized entity types -- Introducing physical entity identifiers -- Drawing entity proxies -- Entity types -- Helper types -- Physical entity actions, parameters, and status -- Parameters -- Actions -- Status -- Physicalized entity type details -- Common parameters -- Common actions -- Common statuses -- Static -- Rigid -- Wheeled vehicle -- Unique parameters -- Unique statuses -- Unique actions -- Living -- Unique parameters -- Unique statuses -- Unique actions -- Particle -- Unique parameters -- Articulated -- Unique parameters -- Rope -- Unique parameters -- Soft -- Unique parameters -- Unique actions -- Ray world intersections -- The ray_hit struct -- Commonly used member variables -- Origin and direction -- Object types and ray flags -- Object types -- Ray flags -- Allowing multiple ray hits -- Creating a physicalized entity -- In C++ -- In C# -- Simulating explosions -- Summary -- 10. Rendering Programming -- The renderer details -- Shaders -- Shader permutations -- Shader cache -- PAK files -- Render nodes -- Rendering breakdown -- Pre update -- Post update -- Rendering new viewports using render contexts -- Rendering -- Using the I3DEngine::RenderWorld function -- I3DEngine::RenderWorld flags -- Shaders -- The shader description -- Texture slots -- Shader flags -- Material flags -- Engine flags -- Runtime flags -- Samplers -- Using texture slots with samplers -- Obtaining a texture -- Manipulating static objects at runtime -- Modifying materials at runtime -- Cloning a material -- Material parameters -- Shader parameters -- Example - Dynamic alpha-test for vegetation -- Summary -- 11. Effects and Sound -- Introducing effects -- Material effects -- Surface types -- Adding or modifying surface types -- Particle effects -- Sound effects -- FMOD Designer -- Creating and triggering material effects.
Automated playback based on physical interactions.
Record Nr. UNINA-9910814436103321
Lundgren Filip  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui