Use CryENGINE at a professional level and master the engine's advanced features to build AAA quality games This book is designed for developers who already have a basic understanding of CryENGINE and who want to take their skills to the next level. Whether you are a hobbyist developer or you are working on a AAA project, Mastering CryENGINE will help you enhance your CryENGINE proficiency. CryENGINE is one of the most powerful real-time 3D engines available today; its rendering and real-time capabilities are unmatched. Mastering CryENGINE will take your CryENGINE skills to the next level, allowing you to unleash the full power of the engine. Whether you are working on a small mod or a large-scale production, the user-friendly steps and illustrations in this book will help you master the wide range of features of the CryENGINE toolkit. The book begins with the setting up of a CryENGINE-ready production pipeline, further introducing you to the advanced features of CryENGINE. You will learn advanced techniques, best practices, and various methods utilized in production by CryENGINE veterans. You will also explore how to use the Lua scripting language to build more sophisticated gameplay elements.
“Mastering CryEngine” is a book by Sascha Gundlach and Michelle K. Martin. It was released in April of this year by Packt Publishing. “Mastering CryEngine” is about the CryEngine game engine by Crytek. Crytek just released a new version of the CryEngine which you can purchase on Steam for $10 a month. There is also a free version of CryEngine available on their website http://cryengine.com/ “Mastering CryEngine” is not a book for beginners to CryEngine. The book assumes that you have made most of your game with CryEngine and are looking for ways to optimize and perfect it. The first chapter discusses how to set-up an asset pipeline for your game. The term ‘asset pipeline’ refers to all the code, artwork, music, etc. that your game is made of. This chapter also discusses setting up version control and having quality assurance for your game. The second chapter talks about setting up various input for your game including the keyboard and mouse. The third chapter is about the advanced use of the Flow Graph Editor which is used for artificial intelligence in CryEngine. The chapter goes into using C++ and Lua computer languages to set up custom Flow Graphs for objects that you have created for your game. The fourth chapter I found really fascinating as it was about creating a face for a character in game. CryEngine lets you construct various facial movements for your characters and also lets you do lip synching for them. The fifth chapter is all about mastering “The Sandbox” which is the level editor for CryEngine. Several lesser known features of “The Sandbox” are discussed as well as advanced camera work. The next chapter imparts information on using the Lua scripting language with CryEngine. Writing Lua scripts can save a lot of time and effort in CryEngine and can be used for some artificial intelligence. The seventh chapter talks about character animation and using the CryMannequin editor to create animation for your various characters. Chapter eight talks about smart objects in CryEngine. Smart objects have their own editor and allow you to place rules about how an object is supposed to act or react to another object. It is a simple form of artificial intelligence and the book describes how to set these up by showing some examples. The next chapter is about creating particle effects in your game and how to set them up so that your game can be optimized. The last chapter is about getting your game ready for release. Optimizing builds, creating an install for your game and several other final touches are discussed. “Mastering CryEngine” is a wonderful book. I highly recommend it if you are creating a game with the CryEngine. Most of the information may be available other places; but not with examples and not all in one place. With “Mastering CryEngine” you should be able to release your game with little difficulty. Here is a link to the book on PacktPub’s website http://goo.gl/JbwWyJ.
One big observation: this book isn't for the novice. If you don't know how to program already skip this one and go to the next one. If you are learning and you feel comfortable with your c++ then go for it. If you have previously worked with CryEngine and you already know how to do a few things but want to increase your knowledge this is a great choice.
The part i liked the most is how it begins by actually explaining the pipeline and teaches the architecture required for a good development environment. The book talks about automatization, build scripts, overnight builds and so on. This is both a book about a game engine as it is a book about being a good organized developer.
The book then dives into how to work with CryEngine, i found it to be an interesting way since you have to create action maps in xml files for the different actions and then reference them in c++. The engine even has a Lua scripting functionality. I won't go very deep but this book covers a lot (different type of controllers, how to deal with dlc, complex logic, bones and animations,...) and i can't recommend it enough if you want to build games, specially with the cryengine. About the engine i have to say that even though there are some free alternatives like blender or unity3d if you have the money to pay for the subscription go for it or just try out the free version.
First things first - this is not a beginner's book. If you are a beginner you might want to start with CryENGINE 3 Game Development: Beginner's Guide book.
The authors of this book are very experienced game developers with enormous knowledge of the CryENGINE game engine. They both previously worked for Crytek (the developer of the CryENGINE game engine). At Crytek they developed the Crysis game and they also helped other developers understand the CryENGINE better. It therefore comes as no surprise that they have penned this great book.
This book covers amongst others: -
- how to modify and set up your game controls and input methods. - how to create facial animations and play these animations using FlowGraph and TrackView - how the animation system of CryENGINE and CryMannequin work in detail - how to use SmartObject system to create interactive game environments. - how to add particle effects and lens flares to your games. - how to get your game to a stable and clean state before it is released to the general public.
This is a superbly written book with detailed explanations. It is for this reason that I highly recommend that experienced CryENGINE game developers buy this book. It will most definitely enhance your CryENGINE skill level.
You can take away some benefit from Mastering Cry Engine even if Cry Engine is not your engine of choice. Even if you are just a small-time app developer like me there is probably something in here for you too. The reason for this is probably because the authors are speaking about things they have actually done. After having worked at Crytek actually on projects like Crysis, chances are any aspiring or intermediate level game developer could pick something interesting up.
Most useful for me was the discussion of version control at the beginning which was wrapped up nicely right at the end of the book when how to ship your product was covered. Next most useful, or perhaps just fun was a whole chapter on eyecandy which helped me quite easily create some quite tasty lens flares.
Starting out the book jumps right into setting up your work environment and flow, I use git and github. It was nice to see it placed in the book as a starting point because it is mandatory with professional projects where multiple parties are working on the project. I felt the book did an exceptional job of explaining the engine and using various parts, the chapters are laid out pretty good. I appreciate the logical flow the book used to approach working with CryENGINE. Starting with input it probably the easiest way to get your hands on the engine and see how things work. I'd highly recommend this book if you are looking to start developing with an established framework. I appreciated the use of LUA, and I felt everything was covered fairly well.