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CryENGINE 3 Game Development: Beginner's Guide [Paperback]

Sean Tracy , Paul Reindell
3.0 out of 5 stars  See all reviews (2 customer reviews)
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Book Description

21 Sep 2012

Discover how to use the CryENGINE 3 free SDK, the next-generation, real-time game development tool

  • Begin developing your own games of any scale by learning to harness the power of the Award Winning CryENGINE® 3 game engine
  • Build your game worlds in real-time with CryENGINE® 3 Sandbox as we share insights into some of the tools and features useable right out of the box.
  • Harness your imagination by learning how to create customized content for use within your own custom games through the detailed asset creation examples within the book.
  • Contains C++ programming examples designed to expose powerful game customization opportunities available to game programmers.
  • Translate your game design into a functioning game by following the easy step by step examples exploring level building, visual scripting, and many of the other tools within CryENGINE® 3.

In Detail

CryENGINE is a complete game development environment used by AAA game development studio Crytek to produce blockbuster games such as Crysis 1, 2 and 3. This complete Beginner's Guide takes the would be game developer through the steps required to create a game world complete with event scripting, user interface and 3D environment in the free CryENGINE SDK.

Learn to create game worlds with the CryENGINE 3 Sandbox, the tool used to create AAA games like the soon to be released Crysis 3. Follow straightforward examples to sculpt the terrain, place vegetation, set up lighting, create game sounds, script with Lua and code with C++.

Learn to navigate the interface within the CryENGINE 3 Sandbox, the tool used to create AAA games like Crysis 1 and 2, as well as the soon to be released Crysis 3. Learn to create your own worlds by following straight forward examples to sculpt the terrain, place vegetation, set up lighting, create game sounds, and script with the Lua language. The book covers all beginner aspects of game development including an introduction to C++ for non- coders.

What will you learn from this book

  • Learn to navigate within the CryENGINE® 3 Sandbox.
  • Learn to create your own worlds by following straightforward examples to sculpt and mould the terrain and place vegetation.
  • Learn to model with the integrated tools available to designers and artist in the CryENGINE3 Sandbox.
  • Learn methods of visual scripting used to create amazingly complex scripted events
  • Learn how to start creating and compile C++ game code to create your own custom game.
  • Learn to use Autodesk Scaleform to create high fidelity 3d heads up displays and menus for the player.
  • Learn how to create your own custom characters and objects for use within the examples.
  • Learn to create your own cut scenes, animations and videos using the power of the CryENGINE3 engine to maximize the output.
  • Learn to use FMOD designer along with the CryENGINE 3 to add sound and music to your game.
  • Explore some of the key performance and optimization strategies for levels and learn to share your content with others.

Approach

A step by step beginner's tutorial to creating AAA style games with the complete game creation tool, CryENGINE 3.

Who this book is written for

This book is written with the beginner and casual developer in mind. The freely available version of the CryENGINE® 3 is used for all examples in this book.


Frequently Bought Together

CryENGINE 3 Game Development: Beginner's Guide + Cryengine 3 Cookbook + Cryengine Game Programming with C++, C#, and Lua
Price For All Three: £88.11

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Product details

  • Paperback: 354 pages
  • Publisher: Packt Publishing (21 Sep 2012)
  • Language: English
  • ISBN-10: 1849692009
  • ISBN-13: 978-1849692007
  • Product Dimensions: 19 x 2 x 23.5 cm
  • Average Customer Review: 3.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 768,287 in Books (See Top 100 in Books)

Product Description

About the Author

Sean Tracy

Sean Tracy is Crytek's Senior Field Application Engineer for the award-wining CryENGINE. He is responsible for adapting the engine and its features to individual licensees, as well as developing full technical and 'vertical slice' demos for prospective and existing clients. Describing himself as a 'generalizing specialist', he also gives support directly to CryENGINE licensees, while designing and maintaining their workflows, pipelines and development techniques. Sean was recruited by Crytek in 2008 after working as an electronics technician for the Canadian Military. He was recruited due to his role in founding and leading development on the award winning total conversion project 'MechWarrior:Living Legends'. Since then, he has been featured in numerous gaming magazines and has been invited to speak at many game related trade shows, conferences and seminars. He is an avid gamer with extensive modding experience on titles including Never Winter Nights, Battlefield, Doom and Quake.



Paul Reindell

Paul Reindell has been an Engine Programmer in the SDK Team since June 2010. He is responsible for UI programming, next generation features and development of new tools for the CryENGINE 3 Sandbox, as well as forum support for CryENGINE licensees. He also worked on projects for licensees or evaluators. During his diploma theses Paul started as an Intern at Crytek in March 2010. He finished his diploma thesis successfully in June and started directly as a Junior Programmer in the SDK team. During his academic studies he created a mod prototype with CryENGINE 2 (GarbageWarz) and during his diploma thesis he was able to connect CryENGINE 3 successfully with a Headtracking API. Before working at Crytek he worked for three years as a programmer at DENSO, in Germany, beside his studies.


Inside This Book (Learn More)
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Front Cover | Copyright | Table of Contents | Excerpt | Back Cover
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Most Helpful Customer Reviews
4 of 4 people found the following review helpful
4.0 out of 5 stars 2 scripting methods and C++ 6 Nov 2012
Format:Paperback
It is encouraging that the Cryengine 3 was used to make actual successful games, like the Crysis series. This helps validate the book's appeal to a newcomer. But be aware that the book is not a quick read. Yes, much effort has been expended by the package's developers to streamline the steps you need to do within it to make various and many effects. The reality is that game development has so much in the way of details and coding that is indispensible.

Specifically, you need a pre-existing background in programming. This book is not akin to one on, say, webpage design (like this one I recently reviewed, Learning Adobe Muse). Game development is far more complex. Many details cannot be swept under the rug of an SDK GUI. Consequently, the book has snippets of C++ code that demonstrate certain points of functionality. Oh, and that means you need to know C++. By the way, the choice of C++ is accurate. Serious game programming tends to fall back on C++ as the underlying language of choice, or necessity, to be more pragmatic. C++ and its core originating subset, C, gets close to the silicon, for maximum performance.

The book has many recommendations germane to the practicalities of game development. One keen aspect is the use of white boxing. Where you model some object with a simpler geometrical object, in the interests of rapid prototyping. The idea is to get quickly to a baseline functionality so that your testers and you can get feedback on how the game plays. Later, you can go back and build the final object.

While I mentioned the need to know C++, it turns out that Cryengine has alternatives. You can do scripting. Here the design flow is more rapid than having to wait for your machine to compile and link in C++ changes.
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By klon
Format:Paperback
any reference for cryengine is great and the style of the authors is very good, however this book has many identical chapters to the cookbook by the same authors, so it's too expensive if you get both. I think the cookbook is the better book of the two.
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Amazon.com: 4.4 out of 5 stars  13 reviews
4 of 4 people found the following review helpful
4.0 out of 5 stars 2 scripting methods and C++ 6 Nov 2012
By W Boudville - Published on Amazon.com
Format:Paperback
It is encouraging that the Cryengine 3 was used to make actual successful games, like the Crysis series. This helps validate the book's appeal to a newcomer. But be aware that the book is not a quick read. Yes, much effort has been expended by the package's developers to streamline the steps you need to do within it to make various and many effects. The reality is that game development has so much in the way of details and coding that is indispensible.

Specifically, you need a pre-existing background in programming. This book is not akin to one on, say, webpage design (like this one I recently reviewed, Learning Adobe Muse). Game development is far more complex. Many details cannot be swept under the rug of an SDK GUI. Consequently, the book has snippets of C++ code that demonstrate certain points of functionality. Oh, and that means you need to know C++. By the way, the choice of C++ is accurate. Serious game programming tends to fall back on C++ as the underlying language of choice, or necessity, to be more pragmatic. C++ and its core originating subset, C, gets close to the silicon, for maximum performance.

The book has many recommendations germane to the practicalities of game development. One keen aspect is the use of white boxing. Where you model some object with a simpler geometrical object, in the interests of rapid prototyping. The idea is to get quickly to a baseline functionality so that your testers and you can get feedback on how the game plays. Later, you can go back and build the final object.

While I mentioned the need to know C++, it turns out that Cryengine has alternatives. You can do scripting. Here the design flow is more rapid than having to wait for your machine to compile and link in C++ changes. The scripting language is Lua, (see Programming in Lua, Second Edition for a text devoted to it). But Cryengine proffers another and very different scripting approach. The use of visual scripting via what it calls a Flow Graph. This is a graphical drag and drop method of hooking up various entities, from the output of one to the input of another. Very intuitive and akin to chip layout software, if you have that background. Again, to do rapid development, either scripting approach may benefit you.
1 of 1 people found the following review helpful
5.0 out of 5 stars Great for those who know C++ 28 Mar 2014
By Nathaniel Lanier - Published on Amazon.com
Format:Kindle Edition|Verified Purchase
I love it! This book has helped me get a great start. I'm halfway through but I have hit some snags because of my limited education (we haven't and won't get into programming xml files or anything at my University, so much for a college education). I already recommended it to my fellow dev team for my indie game company. I ABSOLUTELY RECOMMEND THIS BOOK!
1 of 1 people found the following review helpful
4.0 out of 5 stars Useful book on the CryEngine 3 3 Mar 2014
By Heleen Durston - Published on Amazon.com
Format:Kindle Edition
Note: I received a free copy of this book in exchange for writing this; however this review contains my opinions and thoughts.
Developing a game with the CryEngine 3 free SDK is no simple task. This book strives to make this a little easier for anyone interested in developing their own game. The engine is primarily meant for First Person Shooters (FPS) and other open-world games. The book was based on CryEngine 3 version 3.4 and currently the engine is on 3.58, so there are some differences between the book and the engine you will be using. The also recommend using 3ds Max, Photoshop, Notepad++, Flash CS 5.5 and a few others. CryEngine 3 now accepts several free programs that you can use in place of the costlier software.
The book starts off with an overview of the engine and then jumps into using the Sandbox, which is the level editor for CryEngine. Using the free level that comes with the engine the book demonstrates how to move around, sculpt your landscape and place items. Once you have your basic level to use, the book moves to using the FlowGraph Editor, which lets anyone without programming knowledge, create a graph to have their game objects do things.
Up to this point, I have been using the book with only the occasional reference to CryEngine’s Documentation. I definitely suggest that you bookmark the document and forum webpages for easy reference.
Next the book covers using C++ and for this the book suggests some prior knowledge in C++. I agree that the programming aspect of CryEngine is a little difficult for a person new to programming.
CryEngine 3 covers using Scaleform to create your HUD and then 3dsMax to create your own assets. Flash CC, which is the current version of Flash, does not support Actionscript 2 which is what the book needs you to use. You can use other products such as Blender to create your own models and there are several free alternatives to programming Actionscript 2; but I still suggest using Flash to create the health bars, etc.
CryEngine 3 has a wonderful cutscene editor that lets you create animations and all sorts of other wonderful cutscenes and such. This book demonstrates how to use the tools for this and rounds out with a chapter on Audio design and another chapter on finishing the level for use by everyone.
CryEngine 3 Game Development: Beginner’s Guide is a definite asset to have by your side and you create wonderful levels with this tool.
4.0 out of 5 stars Not really a beginners guide... 27 July 2014
By William Yoshi Razey - Published on Amazon.com
Format:Paperback
This is a great book for somebody already in the business of creating games with a different engine. But don't let the beginners guide on the cover of the book fool you, it's not a beginners guide for creating games. It's a beginners guide to cryengine. If you don't have extensive experience with other programs used in conjunction with game engines I would not recommend this book...
4.0 out of 5 stars Great starting point for those that are already technically-oriented 26 Jun 2014
By MrDanner - Published on Amazon.com
Format:Paperback|Verified Purchase
I really like this book and the training it provides, but I was a little surprised that you need to already have some technical experience with its topic. I understood it and followed the tutorials and information well, but my 13 year old son was interested and just couldn't keep up with it without my constant help. Not that needing technical experience is a bad thing, but I was under the impression from the description that anyone could learn with it.
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