Cryengine 3 Cookbook

Cryengine 3 Cookbook

by Dan Tracy, Sean Tracy

Paperback(New Edition)

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Product Details

ISBN-13: 9781849691062
Publisher: Packt Publishing
Publication date: 06/24/2011
Edition description: New Edition
Pages: 324
Product dimensions: 7.50(w) x 9.25(h) x 0.68(d)

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CryENGINE 3 Cookbook 4.5 out of 5 based on 0 ratings. 4 reviews.
Boudville More than 1 year ago
The disadvantage about the book is that the only colour illustration is on the cover. The figures inside are all in black and white, and do not convey the efficacy and realism of the shadings possible under CryEngine. Having said this, the authors do provide a lengthy explanation of the many features of the Sandbox, an IDE specialised to CryEngine. Attention is paid to how to create and import graphical assets. Photoshop is used for the former. The CryEngine developers have wisely stayed away from the low level operations of drawing graphics; for this Photoshop is the de facto standard for many coders. Instead, we can see how the importing into CryEngine is straightforward, along with the subsequent integration of these graphics into to overall context of your game. There is underlying the interactions within a game a physics engine. This deals with issues like the realistic behaviour of moving objects under a gravitational field, and how to model collisions. Along with this are occlusion issues. Purely graphical issues where one object partially or entirely blocks another. The reader is warned that collision calculations need to be kept as simple as possible, since they are computationally expensive and can crucially slow down the real time nature of a game. At a low level, the physics engine comes with many adjustable parameters that you can easily set at values to uniquely characterise the game. While the graphics are obviously what the player immediately sees, the physics engine is where you can subtlely distinguish your game from others at a subliminal level.
MatthewDoyleArt More than 1 year ago
As a veteran game developer, I've had the chance to work with a number of game engines, with varying qualities and quantities of tools, but few have impressed me as much as Crytek's CryEngine 3. Speaking as a developer, as far as I'm concerned, an engine is only as good as its development tools and workflow. While development timelines haven't changed much, the complexity of game art and gameplay mechanics have made enormous leaps. We're expected to create larger and more beautiful worlds with more interaction than ever before, and given no extra time to do so. In this scenario, a game engine with lackluster tools has the potential to create all sorts of development headaches. At a minimum, spending excessive time fighting with or learning development tools can have a negative impact on meeting milestones. CryEngine 3 has a respectable tool suite and editor (called Sandbox) which are easily comparable to the other AAA engines on the market. Of course, without a good introduction to those tools, you might find yourself with a giant question mark over your head as you stare at the editor, especially if you've never worked with 3D game development tools before. This is where PACKT Publishing's new CryEngine 3 Cookbook comes in. Written by Dan and Sean Tracy, both developers from Crytek, the CryEngine 3 Cookbook is a well-structured, step-by-step guide to the basics of using the CryEngine 3 tool set, broken up into twelve easy to follow chapters. Dan and Sean take you by the hand, covering everything from how to launch, modify, and use the editor to creating levels, terrain, characters, and even vehicles. The book is 313 pages in length, but is a surprisingly quick read, with few pages presenting walls of text. Most pages provide bullet points and illustrations, and the book contains very little fluff, as I'd call it. Getting straight into the "how tos", CryEngine 3 Cookbook is written as a collection of hands-on tutorials. Its content is geared toward teaching newcomers to both CryEngine's editor and 3D game development in general, and, for the most part, it does an effective job remembering who its audience is. If I had any complaints about the book, the first would be that it lacks any coverage of CryEngine scripting, which uses Lua. I don't consider this that serious of a fault however, as truthfully this topic could easily fill an entire book of its own, and this book was written primarily to teach the content creation pipeline, as opposed to the programming side of things. Some basics would have been nice though. And second, the book sometimes contains very
chrismweb More than 1 year ago
I picked up this book because I wanted to get some hands on experience using the CryEngine with a reference book, but had not used the CryEngine before. I feel this book is more aimed towards beginners, and allows someone new to the CryEngine to be able to easily jump in, and have a reference for doing a ton of stuff that might not be very straight forward, as well as a lot of detail on using the interface. Overall, just reading through the first chapters, I was able to get comfortable with the interface, and able to create and setup my own basic level. Further on, the book goes into a more general "cookbook" style, with recipes for doing a variety of different things you might need in your level. The book is well written, easy to read and a beginner can pick it up without a problem. There are lots of recipes for most things you would want to do, such as: creating terrain, changing level layout, placing items, changing lighting, putting down enemies, creating assets to import into the CryEngine, creating vehicles, some game logic, creating cut scenes, and much more. The one problem I did have with using the book with the CryEngine are that the assets have changed since the book was published, so some of the items, or textures it tells you to look for at the beginning aren't there. You can use alternatives instead, but it would be nice if the downloadable files included them, or you could know which version of the CryEngine Sandbox was used in the book. Overall a great book for learning how to use the CryEngine Sandbox, with lots of helpful recipes that will have you creating cool levels.
GPUToaster More than 1 year ago
'CryENGINE 3 Cookbook' was published in June 2011 by Packt Publishers under the ISBN 978-1-849691-06-2. The book covers topics on level creation & designing, Environment creation, Basic AI, Animation & Asset Creation, Game Logic, Physics and optimization in twelve comprehensive chapters that are specific to CryENGINE 3. Sean Tracy (Crytek's Senior Field Application Engineer) and Dan Tracy (Crytek's Technical Level Designer) both made a debut with this book and are famous for co-founding the concept behind the 'Mechwarrior: Living Legends' (Image of the Book Cover) . In addition to this they have an extensive modding experience with multiple engines such as Aurora, Frostbite, Doom and Quake. The book's preface is very concise, with information about the engine, chapter names, and the conventions used. Likes -Each recipe is accompanied with adequate screen-shots to assist in quick understanding and implementation. -The flow of the book is gradual, authors have maintained the flow and not hopped on different topics. -Explanation of each step is given in a separate section that summarizes the whole process flawlessly. -Each recipe ends with a "There's more..." section, which attracts the readers to explore the in-depth functionality presented there-in. Dislikes -There is no information on the installation and the version release. -Authors have missed to include pieces of information on game sound mixing & profiling through Data-driven sound system, river tools, Particle Motion blur & Shadows, Facial animation editing and Stereoscopic 3D. Tone of the book The authors have maintained high professionalism with verbose content clarity and ethical writing for appropriate use of the tool. The Verdict CryENGINE 3 Cookbook is the first edition on Crytek's Game Engine Technology. The topics are well - versed & descriptive, suitable for both beginners and professional users. Dan Tracy and Sean Tracy have both made their excellent debut by displaying their efforts in a cookbook style for creating and organizing the contents of this book. I feel that the book lacks lucidity on topics viz. Flow graphs and advanced parameters such as SSAO, GI and cvars as these have not been explained in-depth. On the positive side, the reader is excited to explore these effects by trial and error methods. If you want to fully utilize the capabilities of CryENGINE 3 for your project, I would recommend you to refer online documentation too. Finally, this book proves itself to be a head starter for beginners. If you have already had hands-on with CryENGINE 2, this book will surely leverage your experience to a higher level.