Posts about CRYENGINE

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.

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.

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.

I’ve been playing games for over 30 years now and I’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.

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).

Something that doesn’t seem to receive much coverage is what to do with all your awesome assets once you’ve made your game. You’re going to need to ship them to end users, and the best way is within a .PAK file.