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CryENGINE game programming with C++, C♯, and Lua /

This book provides you with step-by-step exercises covering the various systems of CryENGINE and comprehensively explains their workings in a way that can be easily understood by readers of any skill level to help you develop your very own CryENGINE games. This book is intended for developers lookin...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Lundgren, Filip
Otros Autores: Pearce-Authers, Ruan
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Publishing, 2013.
Colección:Community experience distilled
Temas:
Acceso en línea:Texto completo

MARC

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245 1 0 |a CryENGINE game programming with C++, C♯, and Lua /  |c Filip Lundgren, Ruan Pearce-Authers. 
264 1 |a Birmingham :  |b Packt Publishing,  |c 2013. 
300 |a 1 online resource (276 pages) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file 
490 0 |a Community experience distilled 
500 |a Includes index. 
588 0 |a Online resource; title from PDF title page (ebrary, viewed December 20, 2013). 
505 0 |a Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction and Setup; Installing Visual Studio Express 2012; Choosing your CryENGINE installation type; Downloading the book's CryENGINE sample installation; What just happened?; Verifying that the build is functional; Integrating CryMono (C♯ support); Compiling the CryMono project; Loading and initializing CryMono via the CryGame.dll library; Registering your CryDev account; What just happened?; Running the sample application; Editor; Starting the Editor; Launcher. 
505 8 |a Starting the LauncherDedicated 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; Chapter 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. 
505 8 |a The flowgraph entitySpawning 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. 
505 8 |a Assigning arrays to the node configurationImplementing ProcessEvent; Creating a custom node in C♯; Adding inputs; Adding outputs; Implementing Activate; Target entities; Summary; Chapter 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; Creating an entity in C++; Creating a custom entity class; Entity flownodes; Creating an entity flownode in Lua. 
505 8 |a 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; Chapter 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. 
520 |a This book provides you with step-by-step exercises covering the various systems of CryENGINE and comprehensively explains their workings in a way that can be easily understood by readers of any skill level to help you develop your very own CryENGINE games. This book is intended for developers looking to harness the power of CryENGINE, providing a good grounding in how to use the engine to its full potential. The book assumes basic knowledge of the engine and its editor in non-programming areas. 
546 |a English. 
590 |a eBooks on EBSCOhost  |b EBSCO eBook Subscription Academic Collection - Worldwide 
650 0 |a Computer games  |x Programming. 
650 0 |a Electronic games  |x Design. 
650 6 |a Jeux d'ordinateur  |x Programmation. 
650 7 |a GAMES  |x Board.  |2 bisacsh 
650 7 |a Video games  |x Programming.  |2 fast  |0 (OCoLC)fst00872114 
700 1 |a Pearce-Authers, Ruan. 
776 0 8 |i Print version:  |a Lundgren, Carl-Filip.  |t CryENGINE Game Programming with C++, C♯, and Lua.  |d Birmingham : Packt Publishing, ©2013  |z 9781849695909 
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