Uploaded August 2022 | Updated September 2026, 2 weeks ago
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
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#cryengine #cpp #programming
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 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/marketplace
#cryengine #cpp #programming



![Low Poly Assets & Environment Design Talk - CRYENGINE Summer Academy S1E4 - [Developer Insights]
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 Toms next personal project?
01:11:20 Motivation behind making games
01:14:15 More questions from audience
Make sure to bookmark the Playlist to keep up-to-date and check out the previous episodes to learn even more from the CRYENGINE Summer Academy 2021:
https://www.youtube.com/playlist?list=PLpCgy91Y5vMthPN4vM2ETwbfVybkUV-1D
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: https://www.youtube.com/cryengine?sub_confirmation=1
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#lowpoly #environment #cryengine Low Poly Assets & Environment Design Talk - CRYENGINE Summer Academy S1E4 - [Developer Insights]](https://i.ytimg.com/vi/ycdwY0f4QWI/mqdefault.jpg)


![Level Design with Procedural Tools - CRYENGINE Summer Academy S1E3 - [Tutorial]
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. Youll 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.
Links mentioned in the video:
Vegetation Editor UI: https://docs.cryengine.com/display/CEMANUAL/Vegetation+Editor
Vegetation Asset Setup: https://docs.cryengine.com/pages/viewpage.action?pageId=24285889
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
Make sure to bookmark the Playlist to keep up-to-date and check out the previous episodes to learn even more from the CRYENGINE Summer Academy 2021:
https://www.youtube.com/playlist?list=PLpCgy91Y5vMthPN4vM2ETwbfVybkUV-1D
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: https://www.youtube.com/cryengine?sub_confirmation=1
Add us on Twitter: https://twitter.com/cryengine
Follow us on Facebook: https://www.facebook.com/cryengineofficial/
Join the discussion on our Forum: https://forum.cryengine.com/ and/or CRYENGINE Discord: https://discord.gg/cryengine
Browse our Marketplace: https://www.cryengine.com/marketplace
#procedural #leveldesign #cryengine Level Design with Procedural Tools - CRYENGINE Summer Academy S1E3 - [Tutorial]](https://i.ytimg.com/vi/z8yuB-ETb_s/mqdefault.jpg)