<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>CRYENGINE posts on Ivan Hawkes</title><link>http://blog.ivanhawkes.dev/post/cryengine/</link><description>Recent content in CRYENGINE posts on Ivan Hawkes</description><generator>Hugo</generator><language>en-us</language><managingEditor>ivan.hawkes@gmail.com (Ivan Hawkes)</managingEditor><webMaster>ivan.hawkes@gmail.com (Ivan Hawkes)</webMaster><copyright>© 2026 Ivan Hawkes</copyright><lastBuildDate>Sun, 02 Aug 2020 00:00:00 +0000</lastBuildDate><atom:link href="http://blog.ivanhawkes.dev/post/cryengine/index.xml" rel="self" type="application/rss+xml"/><item><title>Chrysalis Update for 2020-08-02</title><link>http://blog.ivanhawkes.dev/post/cryengine/chrysalis-update-2020-08-02/</link><pubDate>Sun, 02 Aug 2020 00:00:00 +0000</pubDate><author>ivan.hawkes@gmail.com (Ivan Hawkes)</author><guid>http://blog.ivanhawkes.dev/post/cryengine/chrysalis-update-2020-08-02/</guid><description>&lt;p&gt;In this article I will cover recent progress on my project,
&lt;a href="https://github.com/ivanhawkes/Chrysalis" rel="external"&gt;Chrysalis&lt;/a
&gt;.&lt;/p&gt;</description></item><item><title>Adding EnTT ECS to Chrysalis</title><link>http://blog.ivanhawkes.dev/post/cryengine/adding-an-ecs-to-chrysalis/</link><pubDate>Tue, 31 Dec 2019 00:00:00 +0000</pubDate><author>ivan.hawkes@gmail.com (Ivan Hawkes)</author><guid>http://blog.ivanhawkes.dev/post/cryengine/adding-an-ecs-to-chrysalis/</guid><description>&lt;p&gt;In this article I will discuss the process I followed and the results of
integrating the &lt;a href="https://github.com/skypjack/entt" rel="external"&gt;EnTT&lt;/a
&gt; Entity Component System
(ECS) into Chrysalis.&lt;/p&gt;</description></item><item><title>Switching to CRYENGINE 5.3 New Entity System</title><link>http://blog.ivanhawkes.dev/post/cryengine/switching-to-cryengine-5-3-new-entity-system/</link><pubDate>Sun, 08 Jan 2017 00:00:00 +0000</pubDate><author>ivan.hawkes@gmail.com (Ivan Hawkes)</author><guid>http://blog.ivanhawkes.dev/post/cryengine/switching-to-cryengine-5-3-new-entity-system/</guid><description>&lt;p&gt;In this article I will cover the changes I made to
&lt;a href="https://github.com/ivanhawkes/Chrysalis" rel="external"&gt;&lt;strong&gt;Chrysalis&lt;/strong&gt;&lt;/a
&gt; for the release of
CRYENGINE 5.3. Some were required due to old code being deprecated, others were
simply improvements over the previous way of doing things.&lt;/p&gt;</description></item><item><title>First Person and Action RPG Cameras</title><link>http://blog.ivanhawkes.dev/post/cryengine/first-person-and-action-rpg-cameras/</link><pubDate>Wed, 14 Sep 2016 00:00:00 +0000</pubDate><author>ivan.hawkes@gmail.com (Ivan Hawkes)</author><guid>http://blog.ivanhawkes.dev/post/cryengine/first-person-and-action-rpg-cameras/</guid><description>&lt;p&gt;In this article I will introduce you to view management within CRYENGINE and
then use the existing view management to build a camera manager, a first person
camera and a third person orbit camera (action RPG style).&lt;/p&gt;</description></item><item><title>Controlling an Animated Character in CRYENGINE using C++</title><link>http://blog.ivanhawkes.dev/post/cryengine/controlling-an-animated-character-in-cryengine-using-cpp/</link><pubDate>Sun, 10 Jul 2016 00:00:00 +0000</pubDate><author>ivan.hawkes@gmail.com (Ivan Hawkes)</author><guid>http://blog.ivanhawkes.dev/post/cryengine/controlling-an-animated-character-in-cryengine-using-cpp/</guid><description>&lt;p&gt;Making an animated character move around the screen in CRYENGINE requires many
thousands of lines of code and a lot of time and dedication. This series of
articles will show you how to control a character animated in CRYENGINE
Mannequin using C++ code.&lt;/p&gt;</description></item><item><title>CRYENGINE 3.7 Source Control and Perforce</title><link>http://blog.ivanhawkes.dev/post/cryengine/cryengine-3-7-source-control-and-perforce/</link><pubDate>Fri, 01 May 2015 00:00:00 +0000</pubDate><author>ivan.hawkes@gmail.com (Ivan Hawkes)</author><guid>http://blog.ivanhawkes.dev/post/cryengine/cryengine-3-7-source-control-and-perforce/</guid><description>&lt;p&gt;In this article I will try to cover the issue of source control, particularly
for a CRYENGINE 3.7 project. I will touch on what it is, why you need it, and
briefly on how to implement a decent source control system.&lt;/p&gt;</description></item><item><title>CRYENGINE Flowgraphs - Blacklists and Substitutions</title><link>http://blog.ivanhawkes.dev/post/cryengine/a-short-introduction-to-using-blacklists-and-substitutions-on-cryengine-flowgraph-nodes/</link><pubDate>Fri, 20 Mar 2015 00:00:00 +0000</pubDate><author>ivan.hawkes@gmail.com (Ivan Hawkes)</author><guid>http://blog.ivanhawkes.dev/post/cryengine/a-short-introduction-to-using-blacklists-and-substitutions-on-cryengine-flowgraph-nodes/</guid><description>&lt;p&gt;On a large project, such as a game built using CRYENGINE, structure, clarity and
consistency can provide decent gains in productivity by reducing the time it
takes to comprehend and perform simple tasks. Blacklists and substitutions for
Flowgraph Nodes are one way to improve these parts of your project.&lt;/p&gt;</description></item><item><title>Matrices, Vectors, Quaternions and CryEngine 3</title><link>http://blog.ivanhawkes.dev/post/cryengine/matrices-vectors-quaternions-and-cryengine-3/</link><pubDate>Sat, 21 Jun 2014 00:00:00 +0000</pubDate><author>ivan.hawkes@gmail.com (Ivan Hawkes)</author><guid>http://blog.ivanhawkes.dev/post/cryengine/matrices-vectors-quaternions-and-cryengine-3/</guid><description>&lt;p&gt;This article will introduce you to matrices, vectors and quaternions and how you
can use them for programming games using the
&lt;atitle="CryEngine" href="http://cryengine.com" rel="external"&gt;CryEngine SDK&lt;/a
&gt;. You will only need a basic
understanding of mathematics, beginner level c++ and a general knowledge of the
CryEngine SDK; in particular, the gamesdk.dll code which is written in c++.&lt;/p&gt;</description></item><item><title>CryEngine 3 System Event Dispatcher</title><link>http://blog.ivanhawkes.dev/post/cryengine/cryengine-3-system-event-dispatcher/</link><pubDate>Sat, 15 Mar 2014 00:00:00 +0000</pubDate><author>ivan.hawkes@gmail.com (Ivan Hawkes)</author><guid>http://blog.ivanhawkes.dev/post/cryengine/cryengine-3-system-event-dispatcher/</guid><description>&lt;p&gt;Earlier this week I wrote about CryEngine listener classes in a brief overview.
I intimated that they are an excellent way to write code against the CryEngine
SDK and today I want to go into more depth.&lt;/p&gt;</description></item><item><title>Introducing CryEngine 3 Event Listeners</title><link>http://blog.ivanhawkes.dev/post/cryengine/introducing-cryengine-3-event-listeners/</link><pubDate>Fri, 07 Mar 2014 00:00:00 +0000</pubDate><author>ivan.hawkes@gmail.com (Ivan Hawkes)</author><guid>http://blog.ivanhawkes.dev/post/cryengine/introducing-cryengine-3-event-listeners/</guid><description>&lt;p&gt;In this article I will introduce you to event handling within CryEngine 3 and
give a brief overview of the many listeners you can utilise within your project.&lt;/p&gt;</description></item><item><title>Adding New Actions to CryEngine 3 FreeSDK</title><link>http://blog.ivanhawkes.dev/post/cryengine/adding-new-actions-to-cryengine-3-freesdk/</link><pubDate>Mon, 09 Dec 2013 00:00:00 +0000</pubDate><author>ivan.hawkes@gmail.com (Ivan Hawkes)</author><guid>http://blog.ivanhawkes.dev/post/cryengine/adding-new-actions-to-cryengine-3-freesdk/</guid><description>&lt;p&gt;This tutorial will help you add new actions into CryEngine 3 FreeSDK projects
without needing to make any changes to the base code provided by CryTek.&lt;/p&gt;</description></item><item><title>Joining StoneRage</title><link>http://blog.ivanhawkes.dev/post/cryengine/joining-stonerage/</link><pubDate>Mon, 02 Sep 2013 00:00:00 +0000</pubDate><author>ivan.hawkes@gmail.com (Ivan Hawkes)</author><guid>http://blog.ivanhawkes.dev/post/cryengine/joining-stonerage/</guid><description>&lt;p&gt;A few weeks ago I decided to place my own projects on hold and join a team
working on a game - specifically the
&lt;atitle="StoneRage" href="http://mountainwheel.com/games/stonerage/" rel="external"&gt;StoneRage&lt;/a
&gt; game. The
developers seemed organised and were well advanced in terms of graphic and
environmental production.&lt;/p&gt;</description></item><item><title>How to Make .PAK Files With Your Assets</title><link>http://blog.ivanhawkes.dev/post/cryengine/how-to-make-pak-files-with-your-assets/</link><pubDate>Thu, 25 Jul 2013 00:00:00 +0000</pubDate><author>ivan.hawkes@gmail.com (Ivan Hawkes)</author><guid>http://blog.ivanhawkes.dev/post/cryengine/how-to-make-pak-files-with-your-assets/</guid><description>&lt;p&gt;Something that doesn&amp;rsquo;t seem to receive much coverage is what to do with all your
awesome assets once you&amp;rsquo;ve made your game. You&amp;rsquo;re going to need to ship them to
end users, and the best way is within a .PAK file.&lt;/p&gt;</description></item><item><title>CryEngine 3 - Flowgraph Events</title><link>http://blog.ivanhawkes.dev/post/cryengine/cryengine-3-flowgraph-events/</link><pubDate>Thu, 27 Jun 2013 00:00:00 +0000</pubDate><author>ivan.hawkes@gmail.com (Ivan Hawkes)</author><guid>http://blog.ivanhawkes.dev/post/cryengine/cryengine-3-flowgraph-events/</guid><description>&lt;p&gt;As you begin to learn how to program for CryEngine 3 you will run into a lot of
barriers. The code is dense, filled with magic numbers, brimming with
pre-processor code, macros, and templates and all sorts of traps.&lt;/p&gt;</description></item><item><title>On Building a World</title><link>http://blog.ivanhawkes.dev/post/cryengine/on-building-a-world/</link><pubDate>Mon, 25 Mar 2013 00:00:00 +0000</pubDate><author>ivan.hawkes@gmail.com (Ivan Hawkes)</author><guid>http://blog.ivanhawkes.dev/post/cryengine/on-building-a-world/</guid><description>&lt;p&gt;To date I&amp;rsquo;ve been focusing on making my little zone with little regard for the
world around it. Till now it&amp;rsquo;s been acceptable to know just the prime locale of
the zone, but it&amp;rsquo;s been niggling at me that I don&amp;rsquo;t know it&amp;rsquo;s location on a
world map, it&amp;rsquo;s climate, or even the location of the sun.&lt;/p&gt;</description></item><item><title>Creating Interesting Terrain</title><link>http://blog.ivanhawkes.dev/post/cryengine/creating-interesting-terrain/</link><pubDate>Sat, 23 Feb 2013 00:00:00 +0000</pubDate><author>ivan.hawkes@gmail.com (Ivan Hawkes)</author><guid>http://blog.ivanhawkes.dev/post/cryengine/creating-interesting-terrain/</guid><description>&lt;p&gt;At first blush terrain might seem like a fairly easy thing to be able to create,
and at it&amp;rsquo;s simplest it might well be. Toss a few mountains about, some rolling
hills, a valley or two, a little water, and you&amp;rsquo;re done - or are you?&lt;/p&gt;</description></item><item><title>Sunset Oasis</title><link>http://blog.ivanhawkes.dev/post/cryengine/sunset-oasis/</link><pubDate>Mon, 26 Nov 2012 00:00:00 +0000</pubDate><author>ivan.hawkes@gmail.com (Ivan Hawkes)</author><guid>http://blog.ivanhawkes.dev/post/cryengine/sunset-oasis/</guid><description>&lt;p&gt;My first effort towards building a CTF style game went a little awry. I tried
tinkering with the gameplay parameters and added in extra elements and came up
with a hybrid that might be interesting when I get back to it. My big mistake
though was to create a landmass about 8 times bigger than was really needed.
Even using much of it for ocean, I was still left with these way too large
spaces for the tight gameplay I wanted.&lt;/p&gt;</description></item><item><title>CryEngine3 and UDK3</title><link>http://blog.ivanhawkes.dev/post/cryengine/cryengine3-and-udk3/</link><pubDate>Sun, 11 Nov 2012 00:00:00 +0000</pubDate><author>ivan.hawkes@gmail.com (Ivan Hawkes)</author><guid>http://blog.ivanhawkes.dev/post/cryengine/cryengine3-and-udk3/</guid><description>&lt;p&gt;I&amp;rsquo;ve been playing games for over 30 years now and I&amp;rsquo;ve seen them progress from
simple text based games through all the iterations to give us the amazing
looking games we have today. I have at times written my own games; most were
very simple - due to the nature of the machines at the time.&lt;/p&gt;</description></item></channel></rss>