CRYENGINEWatch Technical Director Theodor Mader give a 90 minute, deep-dive presentation packed with insights about the CRYENGINE rendering pipeline.
0:00:00 - Introduction 0:00:50 - Graphics APIs support 0:00:58 - Support for VR operating systems 0:01:09 - Course goals 0:01:42 - Code modules relevant to rendering pipeline 0:02:22 - Tasks handled by Cry3DEngine module 0:02:29 - Tasks handled by RenderDLL module 0:02:47 - Module responsibilities 0:03:19 - 3DEngine tasks 0:03:46 - RenderDLL tasks 0:03:58 - Pipeline sequence 0:04:28 - Thread synchronization between 3DEngine and RenderDLL 0:04:59 - Complexities introduced by pipeline method 0:05:23 - Use of command buffer 0:06:36 - RenderView 0:07:18 - Multi-buffering alternative strategy 0:07:59 - Important classes 0:11:02 - CBrush class dependency hierarchy 0:12:52 - 3DEngine Execution Flow 0:15:52 - 3DEngine boot profiler analysis 0:19:47 - Octree Traversal 0:23:51 - Permanent Render Objects (PRO) optimization 0:25:21 - 3DEngine useful cVars 0:27:37 - Rendered - RenderDLL 0:28:12 - Rendering: API layers 0:33:22 - Renderer: important classes 0:34:24 - Low-level API 0:36:40 - High-level API 0:46:27 - High-level API: draw call generation 0:51:40 - High-Level API: Draw call generation - primitive render pass 0:59:13 - High-Level API: Draw call generation - scene render pass 1:02:22 - High-Level API: Draw call generation - 3DEngine data transfer 1:04:05 - Renderer: general structure 1:08:01 - Standard graphics pipeline 1:08:21 - Standard graphics pipeline: high level overview 1:11:57 - Graphic piplines stage: SceneGBuffer 1:13:44 - Graphics pipeline stage: ShadowMap 1:14:55 - Graphics pipeline stage: tiled shading 1:15:40 - Graphics pipeline stage: scene forward 1:17:32 - Graphics pipeline stage: tonemapping 1:18:08 - Graphics pipline stage: color grading 1:18:48 - Graphics pipeline stage: post anti-aliasing 1:20:36 - Renderer - useful cVars 1:22:32 - Shader system 1:23:51 - Shader system 1:24:42 - Scene object shaders 1:25:54 - Pipeline utility shaders 1:26:27 - Permutation system 1:29:25 - Frequently used shaders 1:30:16 - Shader compilation 1:30:57 - Remote shader compiler 1:31:30 - Shader cache 1:32:57 - Editing shaders in the sandbox
CRYENGINE is famous for its real-time rendering power, allowing you to produce beautiful and ultra-realistic worlds. This Master Class provides detailed insights into every stage of image processing. Anyone involved with compiling and modifying CRYENGINE directly from source code will find this Master Class invaluable.
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CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
Master Class: The CRYENGINE Rendering PipelineCRYENGINE2021-02-25 | Watch Technical Director Theodor Mader give a 90 minute, deep-dive presentation packed with insights about the CRYENGINE rendering pipeline.
0:00:00 - Introduction 0:00:50 - Graphics APIs support 0:00:58 - Support for VR operating systems 0:01:09 - Course goals 0:01:42 - Code modules relevant to rendering pipeline 0:02:22 - Tasks handled by Cry3DEngine module 0:02:29 - Tasks handled by RenderDLL module 0:02:47 - Module responsibilities 0:03:19 - 3DEngine tasks 0:03:46 - RenderDLL tasks 0:03:58 - Pipeline sequence 0:04:28 - Thread synchronization between 3DEngine and RenderDLL 0:04:59 - Complexities introduced by pipeline method 0:05:23 - Use of command buffer 0:06:36 - RenderView 0:07:18 - Multi-buffering alternative strategy 0:07:59 - Important classes 0:11:02 - CBrush class dependency hierarchy 0:12:52 - 3DEngine Execution Flow 0:15:52 - 3DEngine boot profiler analysis 0:19:47 - Octree Traversal 0:23:51 - Permanent Render Objects (PRO) optimization 0:25:21 - 3DEngine useful cVars 0:27:37 - Rendered - RenderDLL 0:28:12 - Rendering: API layers 0:33:22 - Renderer: important classes 0:34:24 - Low-level API 0:36:40 - High-level API 0:46:27 - High-level API: draw call generation 0:51:40 - High-Level API: Draw call generation - primitive render pass 0:59:13 - High-Level API: Draw call generation - scene render pass 1:02:22 - High-Level API: Draw call generation - 3DEngine data transfer 1:04:05 - Renderer: general structure 1:08:01 - Standard graphics pipeline 1:08:21 - Standard graphics pipeline: high level overview 1:11:57 - Graphic piplines stage: SceneGBuffer 1:13:44 - Graphics pipeline stage: ShadowMap 1:14:55 - Graphics pipeline stage: tiled shading 1:15:40 - Graphics pipeline stage: scene forward 1:17:32 - Graphics pipeline stage: tonemapping 1:18:08 - Graphics pipline stage: color grading 1:18:48 - Graphics pipeline stage: post anti-aliasing 1:20:36 - Renderer - useful cVars 1:22:32 - Shader system 1:23:51 - Shader system 1:24:42 - Scene object shaders 1:25:54 - Pipeline utility shaders 1:26:27 - Permutation system 1:29:25 - Frequently used shaders 1:30:16 - Shader compilation 1:30:57 - Remote shader compiler 1:31:30 - Shader cache 1:32:57 - Editing shaders in the sandbox
CRYENGINE is famous for its real-time rendering power, allowing you to produce beautiful and ultra-realistic worlds. This Master Class provides detailed insights into every stage of image processing. Anyone involved with compiling and modifying CRYENGINE directly from source code will find this Master Class invaluable.
Subscribe to our channel and click the bell icon to get notifications for the latest tutorials from CRYENGINE.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
#cryengine #masterclass #tutorialCrytek is looking for you right now!CRYENGINE2023-05-17 | Find your next job in the games industry at Crytek! Office-based, hybrid, or remote working positions are available right now.
For over 20 years, Crytek has been pushing the boundaries of games with disruptive technology and gameplay innovation at the heart of our success. And we'll be doing the same for the next 20 years. If you're seeking your first role in games or you already have experience and you are looking for a new place to build your career, we are growing and hiring. We have a wide range of positions available across our game teams, on the CRYENGINE team, and other roles across the business. You can browse our open jobs on our careers site. crytek.com/career
We offer studio, hybrid, and remote-first jobs with competitive salaries, great benefits, and a positive work environment. Whether you want to work on world famous IP, forge the future of the gaming technology that powers them and other games around the world, or play a vital role in a number of crucial support functions, it’s a great time to press start on your career at Crytek.
Our team is passionate about what we do, and we are looking for people who are dedicated and driven. If you're ready to take your next, or first, step in game development, we have multiple open positions across Crytek. We value diversity and actively encourage people from all backgrounds to apply for roles, so check out our careers page for all our open jobs. crytek.com/career
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
Subscribe: youtube.com/cryengine?sub_confirmation=1 Add us on Twitter: twitter.com/cryengine Follow us on Facebook: facebook.com/cryengineofficial Join the discussion on our Forum: forum.cryengine.com and/or CRYENGINE Discord: discord.gg/cryengine Browse our Asset Database: cryengine.com/marketplaceHunt: Showdown - Trans Day of VisibilityCRYENGINE2023-04-26 | The show is hosted by Junior Evangelist Roman Perezogin and Senior Manager for the CRYENGINE Ecosystem Gabriel Yakir Ketteler, and they are joined by Senior Narrative Designer Bárbara Framil and Narrative Designer Bri Williams from the Hunt: Showdown team. The show takes a deep dive into how the team incorporates a range of gender identities into Hunt: Showdown characters, and you'll pick up tips on how to widen the inclusivity of characters in your game too.
While playing through Hunt, the team discusses Viper, the first non-binary Legendary Hunter on Hunt's roster, and Sophia, an agender character. During the show, the team head into the Bayou with these two Hunters while discussing various topics and answering questions from viewers who tuned into the live broadcast. Topics include the historical research that goes into creating authentic Hunters and their gender identities, developing the character journey, environmental storytelling, and more.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
Subscribe: youtube.com/cryengine?sub_confirmation=1 Add us on Twitter: twitter.com/cryengine Follow us on Facebook: facebook.com/cryengineofficial Join the discussion on our Forum: forum.cryengine.com and/or CRYENGINE Discord: discord.gg/cryengine Browse our Asset Database: cryengine.com/marketplaceA CRYSIS is coming. We need your help.CRYENGINE2023-04-18 | Our team is passionate about what we do, and we are looking for people who are dedicated and driven. If you're ready to take your next, or first, step in game development, we have multiple open positions across Crytek. We value diversity and actively encourage people from all backgrounds to apply for roles, so check out our careers page for all our open jobs. crytek.com/career
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
Subscribe: youtube.com/cryengine?sub_confirmation=1 Add us on Twitter: twitter.com/cryengine Follow us on Facebook: facebook.com/cryengineofficial Join the discussion on our Forum: forum.cryengine.com and/or CRYENGINE Discord: discord.gg/cryengine Browse our Asset Database: cryengine.com/marketplaceA 2D Pixel Character in a 3D CRYENGINE Environment? - Live Stream UploadCRYENGINE2023-03-30 | 2D Pixel Character with animations in CRYENGINE? If you're interested in creating a side-scrolling platform or adventure game, you'll want to check out our latest tutorial from Technical Evangelist Roman Perezogin! In just under an hour, Roman shows you how to create and edit a 2D character in CRYENGINE, including movement and jumping animations. This tutorial was initially broadcast on our official CRYENGINE Twitch channel, home to all kinds of great live content. Remember to subscribe so you don't miss out on future streams. But if you missed it live, you can watch the full tutorial below.
00:00 Introduction 02:05 Cheating on how to create a 2D Character 04:42 Creating A Pixel Character 07:40 Creating a Character with Particle Editor 11:40 Creating an Animation and Character with the Material Editor 18:30 Animating Textures and using it in the Material Editor 24:19 Adding the 2D Pixel Character to the Character Tool 28:40 Creating the Logic of Movement 44:34 Final Test and Questions
In this tutorial, Roman creates and edits a 2D character with full movement so a player can explore a level. Roman shows you how to add various animations to the character, from idle animations to running and jumping, and demonstrates how to modify those animations too. The tutorial covers best practices for naming conventions, adding particle effects, joint attachments, and more.
You'll be shown how to set controls for your moveable character, add checkpoints and portals to your level, and how to take collisions into account. Throughout, Roman provides practical step-by-step instructions and advises where to source assets to complete the tutorial. By the end, you will have created a moveable character in a level that can be used as the basis for a side-scrolling platform, puzzle, or adventure game.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
Subscribe: youtube.com/cryengine?sub_confirmation=1 Add us on Twitter: twitter.com/cryengine Follow us on Facebook: facebook.com/cryengineofficial Join the discussion on our Forum: forum.cryengine.com and/or CRYENGINE Discord: discord.gg/cryengine Browse our Asset Database: cryengine.com/marketplaceCRYENGINE Indie Game Interview: Last Kingdom I Blue Iron LabsCRYENGINE2023-03-14 | Watch our interview with Blue Iron Labs, the developer of Last Kingdom, a CRYENGINE-powered strategy game. Last Kingdom is a Medieval strategy game from indie developers Blue Iron Labs that is in development right now. We recently caught up with Blue Iron Labs on our official CRYENGINE Twitch channel, which, if you didn't know already, is home to all kinds of great content. Remember to subscribe so you don't miss out on future streams, and your chance to interact with the guests live. But if you didn't catch the live show, we're pleased to present you with a recording of the 60-minute plus discussion that takes a deep dive into the game and the development process. It's packed full of indie-game dev insight. You can find out more about Last Kingdom by visiting www.lastkingdomgame.com, where you can also learn how to support the team on Patreon, contribute to the game's development, and receive rewards at different tiers. Patreon: patreon.com/lastkingdom
00:00 Introduction 02:10 Why create games on CRYENGINE? 03:40 What kind of a game is Last Kingdom? 06:00 Whats your experience with Game Development? 07:35 Why using CRYENGINE for your Game? 15:30 Discord Community of CRYENGINE 25:00 Expanding the Community 31:10 Gameplay Elements of Last Kingdom 34:20 How much of the Engine required modification? 42:00 Campaign of Last Kingdom 43:20 Where can I get Assets for my Game? 51:00 How to help Last Kingdom 52:35 What influenced Last Kingdom 54:40 The future of Last Kingdom, what are your plans? 01:02:00 General Questions in Last Kingdom and CRYENGINE 01:12:14 Outro
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
#IndieGame #CRYENGINE #DeveloperHunt down your next role in game devCRYENGINE2023-02-23 | Our team is passionate about what we do, and we are looking for people who are dedicated and driven. If you're ready to take your next, or first, step in game development, we have multiple open positions across Crytek. We value diversity and actively encourage people from all backgrounds to apply for roles, so check out our careers page for all our open jobs. crytek.com/career
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
Subscribe: youtube.com/cryengine?sub_confirmation=1 Add us on Twitter: twitter.com/cryengine Follow us on Facebook: facebook.com/cryengineofficial Join the discussion on our Forum: forum.cryengine.com and/or CRYENGINE Discord: discord.gg/cryengine Browse our Asset Database: cryengine.com/marketplaceHow to Make a Character Crouch with C++CRYENGINE2022-11-30 | The next installment in our CRYENGINE 5.7 LTS tutorial series shows you how to add a crouch mechanic to a player-controlled character using C++. You'll also learn how to refine the code you've created so far in the series to provide a solid basis for the future, which is good practice for any project. Your host, as ever, is Technical Author and Video Producer Nick Gillin
00:00 Introduction 01:06 Refining the Player.h 15:10 Refining the Player.cpp 33:20 Adding Crouching to the Player.h 01:03:24 Adding Crouching to the Player.cpp 01:06:00 Implimenting the Player in CRYENGINE
The tutorial builds on the previous episodes in the series. The first shows you how to create a player-controlled character from scratch with traditional WASD movement and mouse-look functionality. The second shows you how to add a sprinting mechanic, and the third episode shows you how to add jumping. By completing those tutorials, you will gain a grounding in C++ and produce the file required to complete this new course.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
#cpp #cryengine #gamedevelopmentMaking our Player Jump in C++ - CRYENGINE TUTORIALCRYENGINE2022-09-14 | In the new episode, you will be shown how to take a leap forward for your player-controlled character by adding a jumping ability. As Nick goes through the process of adding the jump mechanic, he will explore and discuss the "if-statement" that makes jumping possible. Nick will then show you how to modify the jumping value in your CRYENGINE project directly in the engine. The tutorial also teaches you how to work with a previously unused part of the Character Controller, the "Air-Control-Ratio" value, that can be modified so the player can move in the air.
By following the tutorial and using the .cpp and .h file you created during the first episode (youtu.be/xWExyPNIW30), you will finish with a player-controlled character that jumps and moves through the air!
00:00 Introduction 01:01 Modifying the Header 02:16 Adding Jumping Logic 05:52 Testing Jump Values in CRYENGINE 07:04 Modying Air-Ratio-Control 08:12 Using our Jumping
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
#cryengine #tutorial #programmingLaser Effects with special guest Viktor Ikkes!CRYENGINE2022-09-09 | Originally streamed on: 01.06.2022
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
#cryengine #artwork #lasersNight Environment with special guest Brian Dilg!CRYENGINE2022-09-09 | Originally streamed on: 17.05.2022
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
#cryengine #artwork #nighttimeTransgender Awareness Day Artwork Stream with special guest Gabriel Yakir Ketteler!CRYENGINE2022-09-09 | Originally streamed on: 31.03.2022
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
#cryengine #artwork #tadWorld Creator x CRYENGINE - with special guest Brian Dilg!CRYENGINE2022-09-09 | Originally streamed on: 10.05.2022
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
#cryengine #artwork #worldcreatorCreating Player Walk and Sprinting in C++ - CRYENGINE TUTORIALCRYENGINE2022-08-10 | In the latest episode, you will be shown how to add sprinting movement to the player-controlled character created during the previous tutorial, giving your player two speeds to use - walking and running. You will be shown how to add sprinting to the character and how to modify the movement values in the engine, so both the walking and sprinting speeds can be customized. In addition to adding and tweaking sprinting, Nick shows you how to optimize the Player.cpp and Player.h files by introducing and explaining the programming practice of "Forward Declaration," a time saver for compile times, particularly on large projects.
By following along with the tutorial and using the .cpp and .h file that you created during the first tutorial, you will finish with a player-controlled character that can sprint, which you can drag and drop into your own projects.
00:00 Intro 00:48 Forward Declaration 03:44 Creating Player State 04:54 Adding Member Variable 05:40 Defining the Add Member 08:18 Adding Input 11:22 Adding Sprint Logic 13:36 Sprinting in game
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
#cryengine #cpp #programmingHow You Can Create A Player Character with C++ - CRYENGINE TutorialCRYENGINE2022-07-18 | Tutorial Author Nick Gillin shows you how to create a player-controlled moveable character from scratch using C++ in CRYENGINE 5.7 LTS.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
#CRYENGINE #tutorials #playercontrollerDiscord AMA with Brian Dilg & Nicholas Gillin I May 2022CRYENGINE2022-06-01 | Today we published a recording of the live Q&A with Brian Dilg, Learning Manager, and Nick Gillin, Video Producer. The Q&A was originally held on Discord, and the team answered a range of questions about CRYENGINE’s learning offering now and the ambitious plans to develop it in the future. Topics included future tutorials covering different aspects of the engine and game development and the plans for a future CRYENGINE ambassador program.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
0:00 Intro 2:40 Changing the player character in CRYENGINE 4:50 Environment presets for the community 10:40 A Tutorial on "Super Realistic Lighting"? 16:50 ASMR tutorials from Brian! Hehe 18:40 What we do at the CRYENGINE team 22:00 Secret games at Crytek? 24:10 Creating tutorials and running into issues 27:50 Involving the community in creating Tutorials? 30:00 Ambassador programm! 40:50 What else are we doing here? 43:00 Additions to the written documentation of CRYENGINE? 53:21 Whats the most exiting thing in future updates, for Brian? 55:30 Were there some bribes involved, to get Brian to do this? 56:30 Is CRY-Engineer a protected "job-description"? 58:45 What about the AI-documentation? 1:01:30 Custom Shaders? 1:03:40 Outro
#CRYENGINE #Tutorials #LearningHow to Create a Main Menu Using Schematyc [UI Tut. Part 2] - CRYENGINE 5.7 LTSCRYENGINE2022-05-27 | Learn how to create menus using Schematyc with the second episode in our UI tutorial series hosted by Tutorial Author Nick Gillin.
0:00 Intro Summary 2:24 Required Software 2:55 Adding ActionScript to 'Play' Button in Adobe Animate 5:27 Exporting and Converting .swf/.gfx 6:33 Explaining the .XML 07:27 Adding the Menu, Cursor and Play Button into CRYENGINE 5.7 LTS 13:29 Adding ActionScript to 'Mute' Button in Adobe Animate 14:35 Updating the .XML for the Mute Button 15:04 Adding the Mute Button into CRYENGINE 5.7 LTS 19:14 Adding ActionScript to 'Quit' Button in Adobe Animate 20:20 Updating the .XML for the Quit Button 20:46 Generate a Solution 21:27 Adding Quit Function to the game via C++ 25:45 Build and Launch CRYENGINE 5.7 LTS from Visual Studio 26:07 Adding the Quit Button into CRYENGINE 5.7 LTS
Video Producer and Tutorial Author Nick Gillin hosts the second episode of our new CRYENGINE 5.7 UI tutorial series. This practical tutorial shows you how to use Schematyc to implement a functioning main menu. Nick takes you step-by-step through the process using Galaxsys, a twin-stick shooter game sample that you can download for free from the CRYENGINE Asset Database. We recommend that you download it before you watch the tutorial so you can follow along. You'll be shown how to add a menu with clickable buttons to the game and learn the basics of the Schematyc workflow. You will be able to apply what you learn to your own projects.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
#UI #CRYENGINE #UIdesignDiscord AMA with Jeremy Wade, May 2022CRYENGINE2022-05-17 | CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
0:00 Introduction 3:15 Additional updates to LTS in the future? 6:52 How long will LTS be supported? 10:48 Will we have more modular game components? 13:21 Will there be any Asset Updates for LTS? 17:19 Can we expect an Oculus APK extrension or support for consoles? 23:25 Maintenance of features in the editor, like any visual scripting tools? 28:28 Tutorials on the new features of LTS? 31:00 Raytracing in CRYENGINE 32:55 DirectX 12 support in LTS? 34:50 Why did we decide to delete older CRYENGINE versions? 40:18 Ambassador Programm for our CRYENGINE versions! 55:00 Any new updates to the CRYENGINE.com? 1:00:00 Outro
The AMA was a great open forum with a wide range of areas covered, and we would like to take this moment to thank everyone again for participating. Will we have additional updates to LTS and how long will it be supported? Have a listen to our AMA & if you want to ask questions please join our discord server!
Topics discussed included the forthcoming 5.7 Long Term Support Update, future CRYENGINE Beta program for licensees and partners, the transition of the CRYENGINE Marketplace to a free asset database, and general game dev and marketing support for indie game developers. The high-level vision for the future of the engine also featured, including discussions about tool integrations that the team is looking into, improving the engine's user experience, and new and emerging technologies.
Learn how to master UI with our new tutorial series. Hosted by CRYENGINE Video Producer and Tutorial Author Nicholas Gillen, the series will give you broad and deep practical knowledge about how UI functions are implemented in CRYENGINE 5.7 LTS and an understanding of what has changed since previous versions of the engine.
00:00 Introduction 00:40 Software Requirements 01:10 Tutorial Steps 01:49 Creating a .cryproject 02:21 Adobe Animate Project Settings 04:20 Creating a Static Crosshair 06:32 Exporting the Crosshair 08:00 Converting the Crosshair .swf to a .gfx 10:14 Directory Structure 10:29 Creating and Explaining the .xml 14:52 Adding 'CryScaleForm' line to .cryproject file 15:42 Implementing the Crosshair into CRYENGINE 18:12 Animated Crosshair Intro 18:38 Adobe Animate Project Settings 19:07 Creating Animated Crosshair in Adobe Animate 23:22 Applying Action Script 3.0 to Crosshair 26:10 Exporting the Animated Crosshair 26:25 Converting the Animated Crosshair .swf to a .gfx 27:07 Directory Structure 27:25 Creating an .xml With Functions 29:40 Adding the Animated Crosshair in CRYENGINE 33:35 Outro
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
#CRYENGINE #UI #CROSSHAIRDiscord AMA with Arto Ruotsalainen, February 2022CRYENGINE2022-02-18 | Check out the AMA with CRYENGINE General Manager Arto Ruotsalainen, who answered questions from the community about the now and the future of our engine.
The AMA was a great open forum with a wide range of areas covered, and we would like to take this moment to thank everyone for participating. Topics discussed included the forthcoming 5.7 Long Term Support Update, future CRYENGINE Beta program for licensees and partners, the transition of the CRYENGINE Marketplace to a free asset database, and general game dev and marketing support for indie game developers. The high-level vision for the future of the engine also featured, including discussions about tool integrations that the team is looking into, improving the engine's user experience, and new and emerging technologies.
0:00 Introduction 6:15 What is coming to 5.7, what happened to items removed from the roadmap? 8:40 What does LTS actually mean? 9:55 When will we get more info about the next release? 11:10 What happened to the Beta program? 12:47 When will the marketplace submissions work again? 14:35 Do you plan to modernize GameSDK? 15:45 Whats happening with Flowgraph? 18:20 Oculus VR Pipeline vs Steam VR Pipeline 20:13 What about GitHub? 24:20 Will the next Cryengine use a brand new framework or retain some old systems? 26:00 Will the next Cryengine have some form of a new Game UI support? 26:28 For new features, what can we expect? Ray Tracing, new animation system etc.? 27:03 Will there be more consistent communication, even if the news is that there are no news? 29:10 What's one of the biggest lessions the Cryengine team has learned with COVID and developing towards 5.7? 33:35 What is happening to different editors (Terrain, Material, ...)? 38:17 Will Cryengine support Intel XESS, AMD FSR and NVIDIA DLSS? 39:25 What new rendering features are the team looking at in the future? 41:00 Is Cryengine going to partner with some third-party hardware and software providers? 43:42 Is there a plan to make the engine more appealing to game developers? 50:42 What is the plan for Vulkan and mobile support? 52:53 Will systems like the new animation system be added to the LTS or the Beta Program? 53:43 Will the Beta Program also include internal developments that you are testing? (i.e. things developed for Crysis 4) 55:37 How often will the community get updates about the future of the engine? 58:52 Wrapup
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
Subscribe: youtube.com/cryengine?sub_confirmation=1 Add us on Twitter: twitter.com/cryengine Follow us on Facebook: facebook.com/cryengineofficial Join the discussion on our Forum: forum.cryengine.com and/or CRYENGINE Discord: discord.gg/cryengine Browse our Marketplace: cryengine.com/marketplaceProduction Guide for Indies - CRYENGINE Summer Academy S1E15 - [Developer Insights]CRYENGINE2021-10-06 | Our final episode in this year’s CRYENGINE Summer Academy is out today, focusing on how you can take your game to market successfully. If you’re new to the series (where have you been?!), the CRYENGINE Summer Academy is aimed at both newcomers to CRYENGINE and those with some game dev experience, using a platforming game called Breeze as a learning aid. Catch up with all the episodes released so far below.
00:00 Introduction to Breeze 01:35 What does a Brand Manager do? 04:41 CRYENGINE x Indie Developers 07:35 Publishing for Indie Developers, Where To Start? 09:20 Pitching Your Project to Publishers 18:06 Managing Your Expectations 23:40 Publisher or Crowdfunding? 29:00 Experiences as an Indie Developer 34:44 Creating Prototypes for Publishers? 41:00 Competing in the World of Indie Games 42:35 Your First Project to Publishers 49:30 Building a Community / Community Management 51:30 Your Game Becomes A Product 55:35 Crowdfunding Done Right! 01:07:00 Platforms that Could Help you Reach More People 01:14:00 How WE can Help You! 01:16:00 Reach out to Companies! 01:18:20 How to Act as an Community Manager 01:23:50 Our Indie Developers 01:32:10 Outro
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
#Marketing #IndieGames #HowToDebugging your Game in CRYENGINE - CRYENGINE Summer Academy S1E14 - [Developer Insights]CRYENGINE2021-09-22 | Master the debugging process with episode 14 of the CRYENGINE Summer Academy. If you’re new to the series, the CRYENGINE Summer Academy is aimed at both newcomers to CRYENGINE and those with some game dev experience, using a platforming game called Breeze as a learning aid.
00:00 Intro 01:40 Basic Information in CRYENGINE 08:44 Debug View Modes 13:30 Proxy Debug 17:20 Understanding the Console & Erros 26:30 Profiling Techniques: r_profiler 1 30:35 Profiling Techniques: r_profiler 2 35:15 The Problem with SSR 42:40 PerHud Debug Mode 46:50 Debugging in Visual Studio 57:21 Testing the Debug Code in Editor 01:01:30 Additional Tips & Tricks in C++ 01:26:40 Outro
Take a deep dive into the world of debugging as your regular host, Junior Evangelist Roman Perezogin, is joined by Support Engineer Joshua Nuttall and Technical Community Manager Jeremy Wade.
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#cryengine #debugging #gamedevShaping audible landscapes for Games - CRYENGINE Summer Academy S1E13 - [Developer Insights]CRYENGINE2021-09-16 | Episode 13 of the CRYENGINE Summer Academy is out now, and it’s all about audio! The CRYENGINE Summer Academy is a series aimed at newcomers to CRYENGINE and those with some game dev experience, using a platforming game called Breeze as a learning aid. If you’re new to the series, we have listed all episodes released so far below.
00:00 Intro 01:55 Audio Control Editor 04:30 Testing the Sound 07:10 Firing up FMOD 08:00 FMOD Player Walk Sound 10:40 Global Sound in FMOD 15:10 From FMOD to CRYENGINE - Footsteps & Jumping 24:30 Useful CVARS for Audio (Debug Info) 30:00 Debugging / Adjusting (CVARS & Mannequin Editor) 35:00 Adjusting with the Live Update Feature FMOD 42:10 Ocean Audio Layer in FMOD 43:10 Area Audio Setup in CRYENGINE 01:21:30 Outro
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#audio #audiodesign #cryengineCat-Herding Particle Effects - CRYENGINE Summer Academy S1E12 - [Developer Insights]CRYENGINE2021-09-08 | Learn how to use the Particle Editor for a range of different and diverse functions in episode 12 of the CRYENGINE Summer Academy. The CRYENGINE Summer Academy is a series aimed at newcomers to CRYENGINE and those with some game dev experience, using a platforming game called Breeze as a learning aid. If you’re new to the series, we have listed all episodes released so far below.
00:00 The Incredible Breeze Intro 01:40 Particles of Breeze 07:50 Jump and Land Particle 10:30 Particle Profiler / Profiling your Level 17:25 Questions: Material Surface Effects 23:20 Falling Leaves Particle 24:00 Render: Sprites 24:30 Spawn: Rate 27:45 Life:Time and Motion 37:45 Appearance of the Particle 52:25 Lighting of a Particle 55:40 Questions: Creating Foam of the Ocean? 01:07:00 Galaxsys Project 01:09:00 Moving a Mesh Inside a Particle 01:10:00 An Epic Cat and It's Fur! 01:29:50 Outro
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#VFX #Particles #CRYENGINEStylized Particle Effect - CRYENGINE Summer Academy S1E11 - [Tutorial]CRYENGINE2021-09-01 | Senior VFX Artist Viktor Ikkes joins Junior Evangelist Roman Perezogin for an invaluable 90-minute particle effect tutorial. In today’s episode, Junior Evangelist Roman Perezogin is joined by Senior VFX Artist Viktor Ikkes for an in-depth 90-minute presentation all about particles. The video reverse engineers the process that Viktor used to create the soaring seagulls that you can see in Breeze.
0:00 Intro 01:19 The Seagull Particle 01:50 Components of the Particle Editor 04:15 The Spawn Count of the Parent and the Child Component 09:27 Render Features 11:25 Spawn Count of the Child Component 17:31 Life Time Feature 18:45 Field: Size Feature 21:15 Appearance: Opacity 24:00 Appearance: Lighting 39:20 Appearance: Material 41:21 Appearance: Texture Tiling 51:00 Location: Sphere on Parent and Child Component 01:03:40 Motion: Physics on Parent and Child Component 01:27:45 Angles: Rotate2D 01:29:00 Outro
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#particles #effects #cryengineLighting Techniques in CRYENGINE - CRYENGINE Summer Academy S1E10 - [Developer Insights]CRYENGINE2021-08-25 | Today’s episode features Learning Manager Brian Dilg in conversation with your regular host Junior Evangelist Roman Perezogin. Over the course of 90 minutes, they discuss lighting in CRYENGINE and, in particular, the lighting in Breeze. The episode is packed full of tips and tricks for lighting your own scenes and features discussions about achieving different aesthetic moods, day and night lighting, using volumetric fog effectively, and much more.
00:00 Introduction to Breeze 08:50 The current light in Breeze 09:30 Environment Editor: Sun 14:00 Sun's Shadow 15:30 Environment Probes Explained 18:30 Svogi (Total Illumination) 23:28 CVars that are useful when lighting a scene 27:05 Environment Probes around Breeze 39:00 Sun & Atmosphere Colors 43:20 The Night Sky 01:02:30 Tweaking The Dark Environment 01:10:30 Adding Light Effects to Gameplay Elements 01:16:45 Tips & Tricks about Lighting A Scene 01:19:00 Interior Lighting 01:34:30 Outro
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#lighting #cryengine #gameengineAnimation System Insights - CRYENGINE Summer Academy S1E9 - [Developer Insights]CRYENGINE2021-08-17 | Take a deep dive into CRYENGINE’s animation systems with an invaluable presentation featuring Animation Programmer Claudio Freda.
Today’s episode will help you build out your understanding of animation in CRYENGINE following the previous step-by-step animation tutorials. Animation Programmer Claudio Freda joins your regular host Junior Evangelist Roman Perezogin to deliver you a comprehensive overview of the animation system in CRYENGINE
00:00:00 Intro 00:04:26 Character Animations 00:05:12 Mannequin Editor 00:11:24 Blendspaces 00:18:04 Mannequin Editor Setup 00:26:00 Splitting Jump, Falling and Landing 00:33:00 Mannequin Configuration Files 00:38:35 Scope Layers/Additive Animations 00:41:00 C++ Animation Code Explained 00:44:00 C++ Player Animation Initialization 00:47:30 C++ Explaining IActionsPtr's 00:48:27 C++ Controlling Animations/Actions 00:55:01 Questions 00:57:41 C++ Testing, Fixing and Tuning the Logic 01:22:20 C++ Blendspace Parameters in Code 01:28:50 Answering Questions 01:38:40 Outro
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#cpp #animation #cryengineC++ Animations Code: Jumping and Landing - CRYENGINE Summer Academy S1E8 - [Tutorial]CRYENGINE2021-08-13 | In this episode, Support Engineer Joshua Nuttall introduces you to the simple animation code mechanics used in Breeze. You’ll be shown how to create a simple "Jump" animation in code. And, as they say, what goes up must come down, so you’ll also be shown how to add a landing animation into the mix, as well as how to create an extendable setup for you to explore with your character. Using the fuel can in Breeze as an example, you’ll also be shown how to animate attachments being added to your character too. This practical tutorial lasts just under 30 minutes and shows you how to code, set and tweak the parameters for animation, and set idling animations for when no movement is taking place.
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#cpp #coding #animations #cryengineBlend Space Tutorial with Example File - CRYENGINE Summer Academy S1E7 - [Tutorial]CRYENGINE2021-08-05 | Today’s episode, hosted by Junior Evangelist Roman Perezogin, shows you how to use an example file to insert animations and create a locomotion blendspace for your character. Follow along with a simple drag and drop process that will allow you to replace or insert all the animations required for creating basic locomotion for a player character. Roman also explains core concepts in the blendspace editor, like examples and annotations. By the end of the video, you’ll have learned how to create basic locomotion from just a few animations in this fun tutorial that lasts under 15 minutes.
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#cpp #blendspaces #tutorial #animationC++ Gameplay Mechanics: Pickup & Collection Zone - CRYENGINE Summer Academy S1E6/B - [Tutorial]CRYENGINE2021-07-28 | In Episode 6B, Joshua walks you through the step-by-step process of creating an object pick-up zone. The tutorial shows you how to set up objects such as fuel cans that can be picked up and taken to a collection area to trigger an event, in this case, launching a rocket!
00.00 Intro 01:47 Creating The Component 03:46 Holding Fuel Variables For Player 04:51 Pickup Logic 06:30 Revive 07:02 Testing Pickup 08:03 Creating Collection Zone Component 09:30 Creating Variables 11:44 Gameplay Started Event 12:14 Enter Area Event 15:37 Debug Rendering 17:05 Testing 21:45 Outro
This is an extra episode in our coding tutorial mini-series presented by Support Engineer Joshua Nuttall. These step-by-step tutorials use Visual Studio and CRYENGINE and assume that you have a basic understanding of C++ programming. In case you missed the previous episodes, we recommend that you catch up with the previous episodes in this mini-series: Episode #6: youtube.com/watch?v=AY3t7EZAzQI Episode #6 A: youtube.com/watch?v=I2h01qQ5buM
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
#cpp #gamemechanics #cryengineC++ Gameplay Mechanics: Bouncing Platforms - CRYENGINE Summer Academy S1E6/A - [Tutorial]CRYENGINE2021-07-28 | In Episode 6A, Joshua builds on explaining how you can create falling platforms in Episode 6 by showing you how to code bouncing platforms. Using Entity Area Events, amongst other techniques, you’ll learn how to enable a player to jump on a surface and fly through the air.
00:00 Intro 01:54 Adding Physics Post Step Event 02:18 Creating Useful Variables 03:02 Exposing New Cvars 04:22 Implementing The Physics Post Step 05:15 Get Living Status 05:45 Getting The Surface Type 07:42 Bounce Logic 11:00 Changing the Physicalize 13:26 Testing 14:05 Outro
This is an extra episode in our coding tutorial mini-series presented by Support Engineer Joshua Nuttall. These step-by-step tutorials use Visual Studio and CRYENGINE and assume that you have a basic understanding of C++ programming. In case you missed the previous episodes, we recommend that you catch up with the previous episodes in this mini-series: Episode #6: youtube.com/watch?v=AY3t7EZAzQI
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
#cpp #gamemechanics #cryengineCoding in C++ Gameplay Platformer Mechanics - CRYENGINE Summer Academy S1E6 - [Tutorial]CRYENGINE2021-07-21 | In this tutorial, Joshua shows you how to implement the platforming mechanics seen in Breeze. These mechanics are coded in C++, and you’ll learn how to use various methods and engine features to create different movements and actions. In this part you will see how to make the classic platforming mechanic of falling platforms by creating an Entity Component from scratch in C++.
00:00 Intro 01:55 Creating Classes 05:08 Creating Component 07:33 Reflect Type 14:31 Adding Variables 16:31 Register Type 22:25 Testing Component Registration 23:34 Exposing Variables 24:20 Adding Events 25:12 Handling Trigger Enter 25:29 Testing Variables in Editor 26:15 Variable Defaults 26:43 Loading Geometry 28:00 Loading Material 29:41 Physicalize Object 31:31 Adding the Trigger 38:13 Updating Editor Properties 39:07 Handle Update Event 44:02 Preview Rendering 47:47 Testing in Editor
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#cpp #gamemechanics #cryengineCoding in C++ - Creating a Player Controller - CRYENGINE Summer Academy S1E5 - [Tutorial]CRYENGINE2021-07-07 | Today's episode is a special tutorial hosted by Support Engineer Joshua Nuttall, who will show you how to set up the character you see in Breeze. The video is a step-by-step tutorial that uses Visual Studio and our engine and assumes that you have a basic understanding of C++ programming.
00:00 Intro 01:15 How to get Visual Studio 01:40 Introduction to Josh 02:20 Explaining the project / template 04:38 Changing the player character 05:54 Removing the shooting mechanic 06:41 Adding new inputs 10:00 Changing movement 14:38 Adding Console Variables 21:45 Changing the camera 25:20 Testing in-game 25:45 Outro
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#cryengine #cpp #programmingMaster Class: A Guide to Character Art PreparationCRYENGINE2021-06-29 | Character Art Director Abdenour Bachir shows you how to import art assets from 3DS Max into CRYENGINE in our latest Master Class.
00:00 Introduction 01:07 Agenda 01:46 PBR (Physically Based Rendering) 07:45 Exporting high resolution textures to specific hardware platforms 08:33 The 3 basic texture types used for characters 09:19 Character-related shaders 10:35 Character head demo in engine 11:57 Setting custom FOVs to showcase character 12:54 Setting up a test background and lighting 13:40 Folder organization for character assets 15:58 Protyping a character asset in Max 19:17 Creating a new level in the engie 20:51 Moving an object's pivot in Max 21:29 Modifying an object's pivot in Max 23:21 Pivots and geometry precision 24:10 Creating a character material in engine and syncing it with Max 26:37 Creating a new material in engine 28:37 Syncing an engine material to and model in Max 30:17 Testing multi-materials in engine 30:40 Converting a material to a multi-material 34:07 Placing a background behind the head 35:39 Adding lights to the scene 37:42 Generating a cube map 38:20 Testing various cubemaps on an asset 39:12 Adjusting the angle of the sun
Abdenour draws upon years of experience to deliver an in-depth presentation showing character art preparation workflows that you can use in your own projects. The presentation covers everything from prototyping a character asset in Max to setting up the asset in CRYENGINE, including syncing materials, lighting, and testing it in the engine.
This Master Class is aimed at users with some experience of game development and CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner's course: cryengine.com/marketplace/product/CEMP-2019 Or you can watch the tutorial on our YouTube channel: youtube.com/watch?v=FAXHqKvuPF4&list=PLpCgy91Y5vMvZp9_UQivhhK588pvaUtBZ Subscribe to our channel and click the bell icon to get notifications for the latest tutorials from CRYENGINE.
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#CharacterArt #3dsmax #GameDesignLow Poly Assets & Environment Design Talk - CRYENGINE Summer Academy S1E4 - [Developer Insights]CRYENGINE2021-06-23 | Pick up essential advice as Tom Deerberg, Principal 3D Environment Artist, joins host Roman Perezogin, Junior Evangelist, to discuss environment art and design. Roman and Tom discuss the workflow for the stylized assets that feature in Breeze, and Tom gives his advice for developers starting out with CRYENGINE. Tom reveals the importance of planning ahead and why time spent building a collection of reference images before you start modeling assets will pay off.
Throughout the video, Tom gives fascinating insights about creating AAA games and his own indie passion project, Ramiwo. This episode runs for over an hour and is packed full of great recommendations, tips, guidance, and lessons.
00:00:00 Intro 00:00:22 Introducing Tom Deerberg 00:02:26 Introducing the level Tom built 00:04:18 Why low poly art? 00:06:55 From Blender to CRYENGINE 00:11:50 Concept and research behind the Island design 00:14:00 Lighting design 00:16:50 How did Tom begin his career? 00:19:50 Working on the dream project - Crysis 3 00:20:28 Next dream project! 00:21:50 Making games and prototypes from scratch 00:23:45 Ramiwo - experimental CRYENGINE game by Tom & Matto 00:28:20 Introducing the Designer Tool 00:33:29 Working on vegetation assets 00:36:20 Daily work with envornment in CRYENGINE 00:38:10 Favourite part of working with CRYENGINE 00:39:50 Working with environment assets 00:45:37 Working on Tree assets 00:47:10 How to stay consistent with art assets 00:52:50 Adding wind to bend vegetation 00:55:40 Ambient occlusion, decals, shaders 01:01:24 Tesselation 01:03:20 About workflows between modelling and engine 01:04:34 Answering questions from the stream audience 01:07:10 Tom's next personal project? 01:11:20 Motivation behind making games 01:14:15 More questions from audience
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#lowpoly #environment #cryengineMaster Class: In-Depth Guide to Working with Particle Effects in CRYENGINE - Part 3CRYENGINE2021-06-15 | Watch the final episode of our comprehensive particle effects Master Class hosted by Senior VFX Artist Viktor Ikkes.
0:00 Introduction to material effects surface types 1:15 Behavior defined in surface type settings 2:09 Defining surface types in SurfaceTypes.xml 3:44 Defining collision surface pairs in MaterialEffects.xml using Excel 5:15 Importance of item order in MaterialEffects.xml 5:31 Defining special surface types in code and referencing in MaterialEffects.xml 6:09 Surface type pair collision behavior in depth 7:19 Particle attributes and material effects 7:28 Exposing particle properties using Attributes 11:16 Target feature 13:39 Using t_scale to see issues and adjust parameters 14:20 Particle debugging cVars
In this episode, Viktor presents advanced particle design techniques. Learn how to define surface types and create material effects, ensuring that collisions between any two material types produce the desired reactions. Those reactions include generating particle effects, spawning decals, playing audio cues, and responses that produce the correct friction and elasticity, damage accumulation, breakages and piercings, and more. Viktor also demonstrates how to expose particle properties to the sandbox editor using attributes and how to send particles between a source and target to create effects like lighting bolts. The debugging process for particle effects is also covered. New to this Master Class? Catch up here Episode One: youtube.com/watch?v=npPlJ0npfVQ Episode Two: youtube.com/watch?v=-t5YkZPc_4g The Master Class uses the free Game SDK Sample Project as a learning aid. Download it for free from The CRYENGINE Marketplace: cryengine.com/marketplace/product/CRYENGINE%20GameSDK%20Sample%20Project This Master Class is aimed at users with some experience of game development and CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner's course: cryengine.com/marketplace/product/CEMP-2019 Or you can watch the tutorial on our YouTube channel: youtube.com/watch?v=FAXHqKvuPF4&list=PLpCgy91Y5vMvZp9_UQivhhK588pvaUtBZ Subscribe to our channel and click the bell icon to get notifications for the latest tutorials from CRYENGINE.
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#ParticleEffects #VFX #GameDesignLevel Design with Procedural Tools - CRYENGINE Summer Academy S1E3 - [Tutorial]CRYENGINE2021-06-09 | In this episode, Roman walks you through the process of creating an island with different areas, starting from a blank level. First, Roman uses the Terrain Editor to generate and manipulate terrain to create the size, shape, and form of an island. Roman then shows you how to use layers to create different biomes with the Terrain Editor. You'll also learn how to use the Vegetation Editor to create meshes, set the density and distribution of your vegetation, and even regulate how the grass will sway in the wind. By the end of the tutorial, you will have created an entire island with distinct and charming diversity, from the beach to the forest and the mountains, using workflows and principles that you can apply to more complex projects.
0:00 Intro to the tutorial 0:24 Introduction to "Breeze" 01:20 Small Island introduction 02:12 Creating a new level 02:30 Generating our Island 03:45 Creating paint layers for our Island 05:43 Creating groups in the vegetation tool 06:23 Adding brushes to our group 06:43 Vegetation Brush Settings 10:53 Using terrain layers within the vegetation tool 11:28 Painting the grass with the paint tool 11:43 Editing settings on the run 12:08 Forest group in the vegetation editor 14:55 Beach / Adding rocks to our vegetation Editor 15:25 Align the terrain normals to our brushes 16:25 Setting up the min elevation on our rocks 17:00 Outro
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#procedural #leveldesign #cryengineMaster Class: In-Depth Guide to Working with Particle Effects in CRYENGINE - Part 2CRYENGINE2021-06-02 | Watch part two of our indispensable particle effects Master Class hosted by Senior VFX Artist Viktor Ikkes.
Viktor takes you on a hands-on tour of the Particle Editor, building a detailed explosion effect from start to finish, including spawning flying debris that starts fires wherever it lands. Viktor is one of the leading experts in this field, and throughout the presentation, you'll be shown practical techniques and workflows that you can apply to your own projects.
00:00 Building an explosion effect 00:31 Spawn:Rate vs. Spawn:Count 00:58 Spawn:Count - Amount, Delay, Duration, Restart 02:02 Curve modifier to modify particle size over time (age) 02:33 Appearance:Lighting - making explosion glow 02:49 Appearance:Material - setting the glow material 03:36 Appearance:Opacity - additive blend mode 04:08 Appearance:Opacity - Soft Intersect - blending particle with meshes 05:37 Render:Sprites - Camera Offset - moving glow towards camera on spawn 07:01 Adding fire to the explosion 09:26 Timing of components firing within particles 10:37 Angles:Rotate2D 11:29 Velocity features and timing 12:21 Adding an animated fireball texture 12:54 Naming animated textures strategically 13:06 Working with animated sprite sheets 14:04 Adding randomization to Life:Time 14:20 Understanding random Life Time values 15:35 Animation settings for tiled (animated) textures 16:57 Making lighting emissive 17:07 Adding smoke to the explosion 18:36 Sort order when rendering particles 19:35 Sort Bias 20:42 Location:Sphere - moving the smoke outward 22:30 Adding a second layer of thin smoke in front of the fireball 23:12 Techniques for larger explosion with slow-dissipating smoke 24:18 Adding sparks to the explosion 25:33 Adding light to the explosion 26:26 Controlling light over time 26:45 Controlling the radius of light feature 27:37 Affecting volumetric fog with light 28:11 Animating light intensity over time 29:07 Field:Size with a light component 30:04 Adding audio to a particle effect 30:40 Spawning ribbons to add streaks 36:29 Spawn Fraction 40:19 Particles and wind 40:49 Modifying or disabling wind's effect on particles 41:06 Adding turbulence to motion 41:23 Motion:Physics - Local Effectors - Turbulence (Simplex) 43:05 Adding noise to smoke movement 45:30 Motion:Collisions - making particles aware of proxies 47:24 Motion:Collisions options 50:01 Making flying debris start fires when colliding with objects 51:38 Detecting collisions with Motion:CryPhysics 53:12 Particles and synchronization
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
#ParticleEffects #VFX #GameDesignPractical Prototyping - CryDesigner Tool - CRYENGINE Summer Academy S1E2 [Tutorial]CRYENGINE2021-05-26 | The next installment of our CRYENGINE Summer Academy, hosted by Junior Evangelist Roman Perezogin, is out now. Learn simple ways to use our engine's Designer tool, known as Cry Designer, to prototype levels and gameplay quickly and easily.
00:00 Introduction 00:14 Breeze Introduction 01:00 What's in that video? 01:45 An overview of our tasks in this video! 02:30 Designer Tool Introduction 02:50 Starting with a cylinder to create a key 03:15 Settings of the cylinder 04:50 Making an offset tool to our key! 05:20 Extrude Tool 06:00 Extruding the base of the key 06:20 Loop Cut Tool 07:25 Exporting the key as a .cgf 08:00 Creating a building with a box 08:15 Roof & the interior of our building 09:14 Doors and windows 10:10 Creating a chest inside the building 10:45 Bevel Tool 11:45 Making the gameplay a bit more complex 12:30 Creating additional platforms on the building 13:10 Testing our new platforms 14:00 Outro
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
Music used in this video: Music: @Epidemic Sound : Royalty Free Music ES_Summer Beat - Qeeo
#cryengine #designertool #prototypingMaster Class: In-Depth Guide to Working with Particle Effects in CRYENGINE - Part 1CRYENGINE2021-05-18 | Senior VFX Artist Viktor Ikkes delivers part one of an in-depth two-part Master Class presentation demonstrating the particle effects system in CRYENGINE. Part 2 will be released in two weeks, so stay tuned for more!
0:00:00 - Introduction & course overview 0:01:08 - Using GameSDK sample assets for learning 0:01:34 - tool palette layout (single monitor) 0:01:59 - Opening the Woodland sample level 0:02:29 -The live particle building workflow 0:02:53 - Creating a new particle and adding it to a level 0:03:12 - Adding a particle by dragging from particle editor vs. building components 0:03:58 - Default properties of a particle emitter component 0:04:14 - Methods of accessing the particle editor tool 0:04:31 - Particle editor tool panel layout 0:05:43 - Overview of particle editor tool panels 0:06:11 - Interface - Effect Tree 0:06:44 - Navigation in the Effect Graph panel 0:06:48 - Customizing mouse behavior 0:07:04 - Toolbar buttons in Effect Graph 0:07:25 - Converting PFX1 effects to PFX2 0:07:39 - Adding components to the Effect Graph 0:07:51 - Using effect presets 0:08:27 - Understanding components and features 0:08:34 - Inserting and arranging features 0:08:57 - Impact of feature order 0:09:17 - Copying features across component 0:09:31 - Copying feature settings across components 0:10:00 - Enabling/disabling multiple versions of a feature for testing 0:10:40 - Disabling, hiding, and soloing component 0:11:42 - Adding features to a component 0:12:44 - When feature order affects the result 0:14:17 - Linking components in parent/child hierarchy 0:17:25 - Summary of feature categories 0:17:38 - Spawning and distribution overview 0:18:09 - Movement after spawning overview 0:18:28 - Projecting onto terrain or water overview 0:18:39 - Initial velocity overview 0:18:51 - Alignment and rotation overview 0:19:13 - Rendering overview 0:19:42 - Auxiliary features overview 0:20:34 - 5 ways of particle rendering 0:21:25 - Ribbons 0:22:08 - Decals 0:22:21 - GPU vs. CPU sprites 0:24:01 - Location:Appearance features 0:24:14 - Field features 0:24:42 - Field:Color 0:25:09 - Field:Size 0:25:19 - Field:Size modifiers 0:28:59 - Domain Scale and Domain Bias 0:34:40 - Field:Color modifiers 0:35:24 - Appearance modifiers 0:36:16 - Appearance:Lighting 0:38:06 - Appearance:Lighting - Diffuse 0:38:38 - Appearance:Lighting - BackLight 0:40:56 - Appearance:Lighting - Curvature 0:41:41 - Appearance:Lighting - Receive Shadows 0:43:16 - Appearance:Opacity - Blend Mode 0:46:36 - Creating particle textures 0:50:31 - Appearance:TextureTiling 0:58:41 - normal maps for particles 0:59:17 - Materials for particle normal maps 1:01:43 - Particle glow maps
Featuring advice and workflows that you can use on your own projects, take your VFX implementation to the next level with a comprehensive deep dive into CRYENGINE's particle effect system. In part one, Viktor introduces the topic and shows you a practical particle building workflow. You'll be shown how to create a new particle and add it to a level, with a complete overview of the Particle Editor and the tools and panels at your disposal. Viktor also explains components and their features and covers different ways to render particles, apply appearance modifiers, and create textures and maps for particles.
This Master Class is aimed at users with some experience of game development and CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner's course: cryengine.com/marketplace/product/CEMP-2019 Or you can watch the tutorial on our YouTube channel: youtube.com/watch?v=FAXHqKvuPF4&list=PLpCgy91Y5vMvZp9_UQivhhK588pvaUtBZ Subscribe to our channel and click the bell icon to get notifications for the latest tutorials from CRYENGINE.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
#ParticleEffects #VFX #GameDesignPrototyping Games - CRYENGINE Summer Academy S1E1 - [Developer Insight]CRYENGINE2021-05-10 | In this first installment from the CRYENGINE Summer Academy 2021, we introduce the concept behind Breeze. We are joined by a very special guest, Matthias Otto, Principal Level Designer, who prototyped and worked on our original award-winning rock climbing game, The Climb, and its out-now sequel, The Climb 2! We discuss some of the core principles behind game design and what makes a fun gameplay experience that will benefit anyone making games.
Timestamps: 00:00 Introduction to Breeze 01:10 Introducing the World 01:35 Low Poly Assets in Breeze 02:00 Introducing the gameplay 02:45 Interview with Matthias Otto 20:50 Introducing the Designer Tool 22:05 Particles we used in Breeze 23:30 Character & Animations in Breeze 24:25 Blendspaces & Mannequin 24:51 Audio in Breeze 25:25 Outro
The CRYENGINE Summer Academy is aimed at both newcomers to CRYENGINE and those with an intermediate level of experience. You will learn the fundamentals of game development for all kinds of projects. Hosted by Junior Evangelist Roman Perezogin, the expanded fifteen-part series uses Breeze’s beautiful, stylized island, home to a little platforming robot with big dreams, as a learning aid. He is accompanied by members of our team who have created award-winning Crytek games to provide further expert insight, tips, tricks, advice, and new tutorials.
The series will include C++ coding tutorials and will also cover character animation, gameplay logic, level design, lighting, environment assets, particle effects, audio, and more. You will be armed with a wealth of knowledge about our engine and game creation as we roll out the course with regular episodes from today and continuing over the summer.
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Music used in this video: Music: @Epidemic Sound : Royalty Free Music ES_Summer Beat - Qeeo
#cryengine #gamedev #gamedesign #platformer #tutorialMaster Class: Comprehensive Guide to Working with Audio in CRYENGINECRYENGINE2021-05-05 | Audio Director Florian Füsslin, Lead Software Engineer Thomas Wollenzin, and Audio Designer, Dominik Zingler deliver a comprehensive overview of how to work with game audio in CRYENGINE.
00:00:00 Introduction 00:00:18 Intro to game audio: linear media 00:00:31 Agenda 00:05:45 Thinking in terms of conditions 00:07:20 Thinking in real time 00:07:37 Audio production 00:08:50 Processing audio through DAW software 00:10:24 Processing audio through audio middleware 00:12:03 Overview of audio setup in CRYENGINE 00:14:37 Dealing with ambience (echo, reverb) 00:16:26 Working with audio code- overview 00:17:01 abstraction and audio middleware 00:17:52 High level overview of audio code design 00:18:59 Core concepts - audio system 00:24:56 Audio Controls Editor overview 00:26:01 Overview: Executing global functionality 00:27:25 Overview: Executing object-specific functionality 00:29:18 Overview: Executing object-specific functionality withint explicitly handling audio objects 00:29:53 Overview: Executing functionality via entities 00:32:35 C++ demo 00:33:32 Enabling audio debugging cVars using a .cfg file 00:34:50 Onscreen debugging information through s_DrawDebug 00:36:15 the Audio Controls Editor 00:36:49 Importing audio files into an ACE library 00:37:18 Assiging an imported audio file to a trigger 00:44:16 Executing object-specific functionality withint explicitly handling audio objects 00:45:29 Making audio follow an entity 00:48:58 Creating an aux audio object on an entity 00:52:35 Flo introduces Dominik's lesson 00:53:22 Hands-on middleware tutorial 00:53:37 ACE, sound banks, and triggers 00:55:35 Finding the sample project source files 00:56:10 The fMod interface 00:56:41 Importing audio files into an FMOD event 00:57:02 Understanding multi-instruments in FMOD 00:57:40 Creating a sound bank 00:58:07 Assing an audio event to a sound bank 00:59:02 Adding a sound bank to a CRYENGINE audio library 01:00:09 Add an audio trigger to a library 01:00:39 Organizing audio entities in Level Explorer 01:01:16 Adding a trigger spot to a level 01:01:42 Making an ambient sound loop continuously 01:02:25 Snapping entities to geometry 01:02:46 Audio debugging 01:04:31 Creating a sound for a particle effect in FMOD 01:04:50 Creating a 3D event in FMOD 01:05:57 Adding a loop region to a multi-instrument in FMOD 01:08:37 Preparing ACE triggers while sound banks are still being created 01:10:08 Adding audio to a particle effect 01:11:48 Setting up attentuation in FMOD 01:13:04 Adding a parameter in FMOD 01:14:10 Adding an EQ effect in FMOD
In under 90 minutes, the presentation introduces audio production, an overview of the core concepts in CRYENGINE's audio system, the audio setup process in CRYENGINE, and more. The presentation also includes a Middleware tutorial using FMOD as an example. This section contains an overview of the FMOD interface, adding trigger spots to a level, making ambient sounds that loop continuously, creating a sound bank for particle effects, the debugging process, and more.
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#AudioDesign #FMOD #GameDesignBREEZE - The CRYENGINE Summer Academy returns! - Teaser TrailerCRYENGINE2021-04-27 | Did you follow our adventures on Breeze Island last year during Devcom? No? Well, you're in luck! We prepared a new tutorial series for you - based on the live streams from August 2020 where we built a beautiful island retreat and helped a small robot fuel his rocket for a trip to the stars!
Breeze is an 8-part tutorial series featuring guests and speakers from the Crytek HQ in Frankfurt, sharing their knowledge and insights while building a slightly different kind of CRYENGINE game. The invited guests will join Cry-Journey on Breeze-Island and talk about character animation programming, gameplay logic, level design and lighting, environment assets, particle effects, marketing tips for indie devs and much, much more. Stay tuned for new releases! And enjoy the Breeze.
Breeze Summer Academy 2020 re-cap is only the beginning - as we have much in store for the summer season 2021. Like, share and subscribe to always be up to date and for even more CRYENGINE content, follow us on Twitch: twitch.tv/cryengine
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
ES_Summer Beat - QeeoMaster Class: The In-depth Lighting and Environment Guide for a Game in CRYENGINECRYENGINE2021-04-21 | Lighting Artist Lars Hofrichter delivers a must-watch presentation featuring CRYENGINE's powerful lighting and environment tools.
00:00:00 - Editing shaders 00:00:42 - The Environment Editor 00:01:27 - Curve editor and dynamic time of day 00:02:21 - Enabling volumetric fog 00:05:59 - Sun specular multiplier 00:06:51 - Skybox settings 00:07:38 - Setting up a skybox texture in Photoshop 00:09:11 - Creating the sky material 00:09:33 - Fine tuning skybox materials in environment editor 00:11:39 - Volumetric fog settings in environment editor 00:12:50 - height (top) - volumetric fog 00:13:35 - density (top) - volumetric fog 00:14:01 - global density - volumetric fog 00:14:56 - global fog and interiors - volumetric fog 00:15:47 - Ramps with global - volumetric fog 00:17:11 - Fog color (atmosphere) - volumetric fog 00:17:47 - Anisotropy (atmosphere) - volumetric fog 00:18:43 - Color (sun radial) - volumetric fog 00:19:08 - Anisotropy (sun radial) - volumetric fog 00:19:33 - Radial blend factor - volumetric fog 00:19:43 - Range - volumetric fog 00:20:39 - In-scattering - volumetric fog 00:21:20 - Extinction - volumetric fog 00:21:40 - Analytical fog visibility - volumetric fog 00:22:06 - Final density clamp - volumetric fog 00:22:10 - Variables - Sky Light 00:23:17 - Night sky multiplier settings 00:24:24 - Volumetric clouds 00:25:41 - cloud shading 00:26:37 - Sun Rays Effect 00:27:42 - Advanced properties - tweaking ocean 00:27:56 - HDR tone mapping settings 00:29:18 - HDR saturation 00:29:24 - HDR color balance 00:30:17 - HDR exposure values (EV) 00:31:51 - Disabling HDR eye adaptation 00:32:24 - HDR EV auto compensation 00:32:35 - HDR bloom amount 00:33:18 - Filters 00:34:11 - Filters - photofilter color 00:34:15 - depth of field 00:34:49 - particle sorting issues with depth of field 00:35:53 - Shadows 00:37:00 - Constants 00:37:42 - Constants: Sun 00:37:59 - Constants: Moon 00:38:44 - Constants - Wind 00:39:20 - Breeze proxies 00:39:38 - Constants - cloud shadows 00:40:17 - Constants - Color Grading 00:42:41 - Constants - Total Illumination 00:44:30 - SVOGI - injection multiplier 00:45:43 - SVOGI - sky color multiplier 00:46:06 - sky color multiplier and fog top color+multiplier 00:47:08 - Constants - Total Illumination - Use TOD Sky Color 00:48:08 - Constants - Global Illumination - Specular Amplifier 00:48:16 - Constants - Global Illumination - Diffuse Bias 00:48:52 - Constants - Global Illumination - Cone Max Length 00:49:01 - Seeing the SVOGI voxel grid with e_svoDebug 00:49:45 - SVOGI - Update Geometry 00:50:50 - SVOGI - Min Node Size 00:51:25 - SVOGI - Low Spec Mode 00:52:03 - Constants - Total Illumination Advanced - Integration Mode 00:52:23 - SVOGI - Integration Mode 00:52:51 - Constants - Total Illumination Advanced - Number of Bounces 00:53:18 - SVOGI - Translucent Brightness 00:54:12 - Volumetric fog components 01:01:22 - fog volumes wind influence and noise 01:03:47 - Clip volumes to constrain lights and fog in interiors 01:11:23 - Vis Areas 01:12:27 - Portals with vis areas 01:13:56 - Projector light components 01:16:19 - project light shadows and minimum shadow graphics 01:16:48 - Limitations on shadow casters 01:17:03 - Modifying the maximum number of shadow casting lights 01:17:29 - Shadow bias settings on light components 01:17:48 - Attenuation bulb size - light components 01:18:33 - fog settings for light components 01:19:25 - SVOGI's bounce light and light components 01:19:56 - Attenuation bulb size and SVOGI 01:20:16 - light component animation settings 01:20:43 - creating custom light animations 01:20:55 - View Ratio property and seeing distant lights 01:22:03 - setting view dist ratio for light components 01:22:27 - Point light component 01:23:18 - area lights 01:24:12 - area lights and attenuation bulb size 01:24:50 - area lights and projection textures
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
#EnvironmentArt #LevelDesign #GameArtMaster Class: The Simple Environment Art Guide for a Game with 3DS Max - CRYENGINE SandboxCRYENGINE2021-04-09 | Senior 3D Artist Ronny Mühle and Principal 3D Environment Artist Tom Deerburg deliver a comprehensive Master Class showing you how to create environment assets for your levels.
00:00:00 - Introduction 00:00:35 - Exporting textures from Photoshop: albedo, normal, gloss, etc. 00:02:36 - Creating materials in Photoshop 00:05:38 - Debugging: seeing various textures with View Modes 00:06:43 - Support for additional textures 00:06:57 - Vegetation opacity maps 00:08:27 - Exporting textures from Substance Designer 00:09:17 - .DDS and .cryasset file formats 00:09:45 - Exporting 3D meshes from 3DS Max 00:10:43 - Setting up the 3DS Max exporter tools 00:13:49 - Adding LODs for static assets 00:17:30 - Adding a physics proxy for a static object 00:19:03 - Setting up materials in 3DS Max 00:22:30 - Surface types in materials 00:24:17 - Placing .CGF models as brushes 00:24:34 - Placing .CGF models using vegetation editor and terrain paint layers 00:25:44 - Placing .CGF models procedurally using terrain paint layers and vegetation editor 00:27:02 - Placing .CGF models as physicalized entities 00:28:39 - Archetype entities 00:29:30 - Prefabs 00:30:09 - Setting up vegetation bending using 3DS Max vertex colors 00:37:58 - Vegetation touch bending in grass vegetation (physics-driven) 00:40:59 - Seeing vegetation bones with p_drawHelpers 00:44:31 - Exporting CGF models to OBJ to edit in 3DS Max 00:52:04 - Creating a collision proxy for an object 01:00:03 - Breakable object setup 01:11:50 - Debug draw modes 01:14:31 - Using e_DebugDraw modes to optimize assets
This presentation is aimed at experienced developers and shows you all the stages required to create environment assets for your scenes using 3DS Max and CRYENGINE. In around 75 minutes, you'll learn how to create physicalized static and dynamic meshes like rocks or buildings, physics proxies, and texture maps. The presentation also shows you how to make vegetation that responds to both wind and collisions with physicalized objects. Other topics covered include moving assets between 3DS Max and CRYENGINE and the debug and optimization process. If you are completely new to CRYENGINE, we recommend that you download our beginner's course: cryengine.com/marketplace/product/CEMP-2019 Or you can watch the tutorial on our YouTube channel: youtube.com/watch?v=FAXHqKvuPF4&list=PLpCgy91Y5vMvZp9_UQivhhK588pvaUtBZ Subscribe to our channel and click the bell icon to get notifications for the latest tutorials from CRYENGINE.
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#EnvironmentArt #LevelDesign #GameArtMaster Class: Extensive Rigging Guide for CRYENGINE in MayaCRYENGINE2021-03-25 | Watch Lead Technical Artist Alexander Raab deliver a 50-minute Master Class presentation about the animation rigging process using Maya and CRYENGINE.
Animation Rigging with Maya - Alex Raab
Start Topic 00:00 Introduction 00:35 Installing tools for 3DS Max 01:43 Opening the rig 02:25 Working with pre-existing rigs 02:38 Understanding .CDF files 03:50 Understanding skinning 04:35 Bringing a skinned Maya character into the engine 06:34 Exporting a .SKIN file from Maya 06:57 Coordinate systems in Maya vs. CRYENGINE 08:10 Assigning a texture to the character in Maya 10:55 Exporting the character from Maya 12:47 Creating a new .CDF character in CRYENGINE 13:46 Defining the skeleton 17:45 Assigning a material in Character Tool 19:43 Defining an animation folder for a .CDF character 21:22 Exporting animations from Maya 25:14 Examining the .CDF file format 25:38 Skeleton extensions 39:12 Setting up Look Inverse Kinematics (IK) 41:03 Constraint aim modifier 45:41 Setting up a leg IK 49:57 Summary
In our latest CRYENGINE Master Class, Lead Technical Artist and master rigger Alexander Raab delivers an invaluable, practical presentation covering the animation rigging process using CRYENGINE and Maya. Alexander draws upon his years of experience to walk you through proven-in-production workflows in a presentation that is an essential watch for anyone involved in, or wanting to learn about, the animation rigging process.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
#cryengine #masterclass #tutorialMaster Class: Intro to C++ Game Programming - CRYENGINECRYENGINE2021-03-09 | Our latest Master Class provides an introduction to CRYENGINE for C++ programmers and game designers.
Game Programming - Alex Klinger Start Topic 0:00:00 Introduction 0:00:22 About the speaker 0:00:32 Agenda 0:01:39 The game Plug-In 0:02:02 Implementing a game plug-in: initialization 0:03:44 Game plug-in: system events 0:04:45 Game plug-in: updates 0:05:49 Entities: what is an entity? 0:07:21 Entity links - logical 0:08:53 Entity linking - physical (parent-child) 0:09:34 IEntity class 0:10:23 Entity GUID 0:11:34 Entities: creating entities 0:12:34 Entities: members, functions, slots/components 0:12:54 Entities: global and local transforms 0:13:26 Entities: flags 0:14:14 Entity component system 0:17:28 Writing a custom component 0:19:43 How to use the entity system: query entities 0:20:14 Creating entities through code 0:20:39 Finding entities without knowing their GUID 0:20:49 Removing entities through code 0:21:05 Working with entities by layer 0:21:43 Handling input through Action Maps 0:23:34 The input component in player.h 0:24:54 Adding a new mapping to the defaultprofile.xml 0:25:25 Physics: physicalizing entities 0:25:40 Physics: the resting property 0:26:41 Physics: rigid vs. static types 0:27:10 Physics: buoyancy 0:27:28 Physics: simulation parameters 0:28:25 Physics: collider components 0:29:25 Physics: render vs collider meshes 0:31:10 Physics: constraint components 0:31:33 Physics: point constraint component 0:31:51 Physics: line constraints component 0:33:49 Physics: plane constraint component 0:38:36 Physics: setting parameters with pe_action 0:39:16 Physics: querying status of entities 0:40:27 Physics: controlling entities en masse through pPhysicalWorld 0:41:13 Physics: raycasting using RayTraceEntity 0:42:06 Areas 0:45:07 Overview of using areas through custom Flow Graph nodes 0:46:25 Console variables 0:48:27 Creating and using custom cVars 0:49:57 Debugging and drawing 0:52:01 Logging with CryLog 0:52:54 Finding the saved editor.log file 0:53:27 Debugging and drawing helpers 0:54:13 Debug drawing: the pAuxGeomRenderer 0:54:44 Practical lessons 0:54:54 Creating a solution 0:55:18 Creating a new project from Launcher 0:55:54 Finding a project home folder from the Sandbox 0:56:20 Generating a solution for a new project 0:57:15 Setting the startup project in Visual Studio 0:57:39 Compiling the project for the first time 0:58:13 Confirming a successful build 0:58:36 Launching the project in Sandbox from Visual Studio 0:58:50 Running multiple instances of the editor 0:59:04 First test of a project in Sandbox 1:00:03 Moving the camera to an entity even when you can't see it 1:00:23 Visual Studio navigation basics 1:01:15 Adding code to the gamePlugin.cpp file 1:01:29 Coding a custom cVar (Console Variable) to GamePlugin.cpp 1:03:51 Including needed header (.h) files 1:04:30 Making use of a custom cVar 1:05:13 Compiling the modified code and launching the editor 1:06:04 Assigning logic to a custom cVar in player.cpp 1:07:15 Retrieiving the current value of a custom cVar 1:10:03 Coding a custom entity component 1:18:43 Adding logic to your custom entity component 1:22:26 Summary 1:22:55 Going further and community help
Software Engineer Alexander Klinger delivers our latest CRYENGINE Master Class, providing an introduction to CRYENGINE 5.6 aimed at C++ game programmers and game designers who would like to develop their understanding of game programming in our engine.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
#masterclass #c++ #gameprogrammingMaster Class: The Comprehensive Guide to CRYENGINE Sandbox EditorCRYENGINE2021-02-18 | Get a crash course in developing games with CRYENGINE by watching a comprehensive 90-minute Sandbox Editor Master Class from our Learning Manager, Brian Dilg.
Introduction to Sandbox - Brian Dilg
Start Topic 0:00:00 Introduction 0:00:09 Using the Launcher 0:01:00 Using shell extensions 0:02:42 Using GameSDK assets in a non-GameSDK level 0:05:04 Customizing tool layouts 0:07:13 Creaitng a new level 0:11:25 Using entity components to add an entity 0:11:46 Empty entities and helpers 0:13:21 Using the selection, move, rotate, and scale gizmos 0:14:27 Basic camera navigation in Sandbox editor 0:14:54 moving the camera instantly to any object(s) 0:16:59 Orbiting the camera around selected object(s) 0:18:11 Testing physics 0:18:39 Adding a Rigidbody component 0:20:01 Global wind and atmospheric pressure 0:20:24 Brushes vs. physicalized meshes 0:21:00 The resting property 0:21:11 The physics tool 0:21:46 Seeing an object's mass using the Physics tool 0:23:23 Changing the mesh model 0:23:58 Changing thumbnail sizes in folder windows 0:24:11 Snapping objects to the terrain and understanding pivots 0:25:00 Using Get Physics State 0:26:26 Renaming entities 0:26:52 Folders and layers in Level Explorer 0:27:15 Hiding layers and entities 0:27:20 Freezing (locking) entities 0:28:44 Environment Editor 0:29:53 Transform properties 0:30:13 Modifying values by dragging, typing, or clicking 0:31:49 Changing sun settings in an environment preset 0:33:13 Saving an environment preset 0:34:13 Saving a custom tool layout 0:34:52 Physics point constraints 0:35:26 Wireframe view 0:37:12 Absolute world vs. parent/child coordinates 0:37:51 Limiting degree of movement on physics constraints 0:39:02 Physics line constraints 0:42:07 Physics plane constraints 0:42:43 Damping 0:44:23 Mass vs. density 0:46:21 Modifying the heightmap using the Terrain Editor 0:47:42 Reversing the direction of terrain sculpting brushes 0:48:49 Ocean and terrain heights - default, custom 0:49:28 Hiding and repositioning ocean and terrain 0:50:30 Custom ocean height 0:51:07 Generating procedural terrain 0:51:44 Camera collisions with objects or terrain 0:52:31 Adding an environment probe to add ambient light and specular reflections 0:55:26 Setting preferences for helpers 0:56:58 Generating cubemaps for environment probes 0:59:03 Environment probe and cube maps names 0:59:41 Using environment probes in interiors 0:59:58 Fine tuning environment probe settings 1:01:20 Using terrain paint layers 1:02:47 Making terrain textures height- and slope-dependent 1:05:26 Using a water volume to create a lake 1:06:37 Snapping to terrain 1:11:02 Assigning a material to a mesh 1:11:50 The console tool 1:15:06 Using the material editor 1:17:59 Adding a brush to the level 1:19:25 Repositioning objects while modifying terrain height 1:20:39 Dynamically repositioning entities while sculpting terrain 1:21:21 Using the Vegetation Editor 1:26:43 Setting vegetation to bend in the wind 1:27:34 Graphics spec and performance 1:28:12 Using Display Info to monitor frame rate and other performance and memory information 1:29:43 Setting the active layer 1:30:09 Disabling physics on background layers 1:31:01 Layer checkout and team development methods
The Sandbox Editor is the heart of CRYENGINE video game development. This presentation provides you with an essential overview of the interface's core features. You'll also receive advice on how to organize and manage your work with the Sandbox Editor, so you can develop an effective workflow, whether you are developing alone or as part of a team.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
#cryengine #masterclass #tutorialCRYENGINE Tutorial - Character Pipeline: Mannequin SetupCRYENGINE2020-11-19 | Learn how to get started with Mannequin in our latest tutorial, hosted by Roman Perezogin, one of our Junior Technical Designers.
00:00 Intro 01:15 Mannequin Editor, opening it 01:24 Loading up preview file 01:55 Fragments 03:10 Idle 05:20 Walk 05:45 Test 05:55 Outro
The video shows you how to use the Mannequin editor to set up a character with basic locomotion. First, Roman shows you how to import and set up a character in the editor. You’ll learn how to use fragments to map new animations to existing logic in the code. Roman then explains how to apply an idle animation to your character and add blendspaces to create movement.
#Animation #Mannequin #PlayerCharacter
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CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com