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Mastering CryENGINE Kindle Edition

3.3 out of 5 stars 3 customer reviews

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Length: 278 pages

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Product Description

About the Author

Sascha Gundlach

Sascha Gundlach has been working in the games industry for over a decade and started his career as a script programmer in a small game studio in the early 2000s. He worked for Crytek for eight years, working on games such as Crysis, Crysis: Warhead, and Crysis 2. He is a CryENGINE expert and has provided countless training sessions and individual training to CryENGINE licensees in the past years. In 2013, he founded his own game development company, MetalPop Games, together with his partner and Crytek veteran Michelle K. Martin in Orlando, Florida. He spends his days working on video game projects and provides consulting work for other game projects.



Michelle K. Martin

Michelle K. Martin is a software engineer in the game industry, specializing in animation systems. She started her career with the German developer, Crytek, working on projects such as Crysis and Crysis 2. During her career, Michelle has helped develop and improve CryENGINE's animation system with several features. Being an expert in CryENGINE, she has provided a lot of support and training to CryENGINE licensees over the years, helping their team to get the most out of the engine. In 2013, she founded MetalPop Games together with her partner and Crytek veteran Sascha Gundlach. It is an indie game development studio and they are currently working on their first title. When she's not in front of the computer programming, she is most likely to be in front of the computer playing games. More about Sascha and Michelle's company MetalPop Games can be found at www.metalpopgames.com.


Product details

  • Format: Kindle Edition
  • File Size: 9588 KB
  • Print Length: 278 pages
  • Publisher: Packt Publishing (11 April 2014)
  • Sold by: Amazon Media EU S.à r.l.
  • Language: English
  • ASIN: B00JMDU0TW
  • Text-to-Speech: Enabled
  • X-Ray:
  • Word Wise: Not Enabled
  • Enhanced Typesetting: Not Enabled
  • Average Customer Review: 3.3 out of 5 stars 3 customer reviews
  • Amazon Bestsellers Rank: #796,690 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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Customer Reviews

3.3 out of 5 stars
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Top Customer Reviews

Format: Paperback
The book is pretty terrible. You have some basic information (you can easily find it in the Cryengine Documation) that could of been in a beginners book. The Book is Called "Mastering Cryengine" but didnt really have any information on really how to Master CryEngine but just went into some details about nodes and other things which can be easily found in the Cryengine Documation.

I expected this to show us how to use CryEngine better for example a custom weapon tutorial but instead it had a part where it tells you how move around in cryengine.

Also the other reviews are fake. Half of them are from the company them selfs. Funny is that one person has reviewed 5 stars on all there books. Just go on cryDev, its better and has uploaded inforamtion.
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Format: Paperback
Look, the breathless blurb on the cover about writing 'AAA quality games' is rhetoric. But the book does give much technical details about what is possible under CryEngine. The first chapter is revealing. It goes right into how you must deploy a Version Control System [VCS]. Every professional project does this. If you are starting out in game programming, perhaps you wonder why, if you haven't used such before. But to even ask why is inexperience. The text suggests 3 major ones - Perforce, Subversion and git. The latter is the newest. It has gotten much use lately amongst startups in the US and overseas. And if you use git, you might also look into github. The book cautions that for nontechnical people, git can be a little awkward at first.

The first chapter also goes into the related and necessary topic of defining your workflow. The point is that for a typical commercial project, it's not a once off thing where you just cobble together some files and that's it. In practice, you have to iterate a process into a workflow. So get this set up at the start.

As for CryEngine itself, a major idea is to use Action Map. A way to abstract away from the low level details. To understand and document your game logic. Mostly for your group and not for outsiders. Unless you are, say, outsourcing some of the coding or building of graphical content. Arguably, in such circumstances, having a top level way to describe the entire game to outsiders becomes even more important, when those outsiders are not colocated with your group.

Sandbox is another key facet of CryEngine. A 3d level editor that the book warns is hard to learn. It has much that you can customise, which is part of the problem, so to speak.
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Format: Paperback
You can take away some benefit from Mastering Cry Engine even if Cry Engine is not your engine of choice. Even if you are just a small-time app developer like me there is probably something in here for you too. The reason for this is probably because the authors are speaking about things they have actually done. After having worked at Crytek actually on projects like Crysis, chances are any aspiring or intermediate level game developer could pick something interesting up.

Most useful for me was the discussion of version control at the beginning which was wrapped up nicely right at the end of the book when how to ship your product was covered. Next most useful, or perhaps just fun was a whole chapter on eyecandy which helped me quite easily create some quite tasty lens flares.
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Most Helpful Customer Reviews on Amazon.com (beta)

Amazon.com: HASH(0x9e26f6b4) out of 5 stars 10 reviews
HASH(0x9e182d38) out of 5 stars complex abilities 23 July 2014
By W Boudville - Published on Amazon.com
Format: Paperback
Look, the breathless blurb on the cover about writing 'AAA quality games' is rhetoric. But the book does give much technical details about what is possible under CryEngine. The first chapter is revealing. It goes right into how you must deploy a Version Control System [VCS]. Every professional project does this. If you are starting out in game programming, perhaps you wonder why, if you haven't used such before. But to even ask why is inexperience. The text suggests 3 major ones - Perforce, Subversion and git. The latter is the newest. It has gotten much use lately amongst startups in the US and overseas. And if you use git, you might also look into github. The book cautions that for nontechnical people, git can be a little awkward at first.

The first chapter also goes into the related and necessary topic of defining your workflow. The point is that for a typical commercial project, it's not a once off thing where you just cobble together some files and that's it. In practice, you have to iterate a process into a workflow. So get this set up at the start.

As for CryEngine itself, a major idea is to use Action Map. A way to abstract away from the low level details. To understand and document your game logic. Mostly for your group and not for outsiders. Unless you are, say, outsourcing some of the coding or building of graphical content. Arguably, in such circumstances, having a top level way to describe the entire game to outsiders becomes even more important, when those outsiders are not colocated with your group.

Sandbox is another key facet of CryEngine. A 3d level editor that the book warns is hard to learn. It has much that you can customise, which is part of the problem, so to speak. Getting awareness of all that can be done in it takes careful reading of the relevant section of the book. And maybe not even that.

You are also encouraged by the text to use a state machine structure for your game. For complex games, this can make it manageable. It imposes the highest level structure and logic.
HASH(0x9e790f90) out of 5 stars A great book for advanced developers of CryEngine 22 July 2014
By Heleen Durston - Published on Amazon.com
Format: Kindle Edition
“Mastering CryEngine” is a book by Sascha Gundlach and Michelle K. Martin. It was released in April of this year by Packt Publishing. “Mastering CryEngine” is about the CryEngine game engine by Crytek. Crytek just released a new version of the CryEngine which you can purchase on Steam for $10 a month. There is also a free version of CryEngine available on their website http://cryengine.com/
“Mastering CryEngine” is not a book for beginners to CryEngine. The book assumes that you have made most of your game with CryEngine and are looking for ways to optimize and perfect it. The first chapter discusses how to set-up an asset pipeline for your game. The term ‘asset pipeline’ refers to all the code, artwork, music, etc. that your game is made of. This chapter also discusses setting up version control and having quality assurance for your game.
The second chapter talks about setting up various input for your game including the keyboard and mouse. The third chapter is about the advanced use of the Flow Graph Editor which is used for artificial intelligence in CryEngine. The chapter goes into using C++ and Lua computer languages to set up custom Flow Graphs for objects that you have created for your game.
The fourth chapter I found really fascinating as it was about creating a face for a character in game. CryEngine lets you construct various facial movements for your characters and also lets you do lip synching for them. The fifth chapter is all about mastering “The Sandbox” which is the level editor for CryEngine. Several lesser known features of “The Sandbox” are discussed as well as advanced camera work.
The next chapter imparts information on using the Lua scripting language with CryEngine. Writing Lua scripts can save a lot of time and effort in CryEngine and can be used for some artificial intelligence. The seventh chapter talks about character animation and using the CryMannequin editor to create animation for your various characters.
Chapter eight talks about smart objects in CryEngine. Smart objects have their own editor and allow you to place rules about how an object is supposed to act or react to another object. It is a simple form of artificial intelligence and the book describes how to set these up by showing some examples. The next chapter is about creating particle effects in your game and how to set them up so that your game can be optimized. The last chapter is about getting your game ready for release. Optimizing builds, creating an install for your game and several other final touches are discussed.
“Mastering CryEngine” is a wonderful book. I highly recommend it if you are creating a game with the CryEngine. Most of the information may be available other places; but not with examples and not all in one place. With “Mastering CryEngine” you should be able to release your game with little difficulty. Here is a link to the book on PacktPub’s website http://goo.gl/JbwWyJ
HASH(0x9ea7d5a0) out of 5 stars there's a multitude of tips and tricks you need to have up your sleeve to get the best performance. This book 6 Aug. 2014
By Sahil Ramani - Published on Amazon.com
Format: Paperback
CryEngine is not one for the faint of heart. It's by far one of the most complicated engines to write games in. That means apart from a solid base, there's a multitude of tips and tricks you need to have up your sleeve to get the best performance. This book, as mentioned in the title, is not for the beginner and the first few pages make that clear. A few pros and cons:

Pros:
1. The book starts of with details on version control. Very important. It's true that many startups skim version control, and this chapter just throws it in their face that version control is important
2. The book has a number of tips and tricks across a variety of systems in CryEngine. Nothing in the basics though, they all seem to jump right into code.
3. Some of the concepts are very clearly explained with design diagrams and clear descriptions. This really helps concretize the trick to memory.
4. There's a chapter on optimization. That's a huge bonus, and is very important, especially with a complicated engine such as this.

Cons :
1. The logical structuring of the chapters seems confusing. For example, there's a chapter on Facial setup for characters, followed by Mastering the Sandbox which is just basic tips and tricks, and then we have a chapter on Animating Characters, which is heavy on C++ again.
2. Most of the chapters seem like grab bags of tips and tricks. This seems more like an advanced cookbook at times.
3. The coding standard is suspect, and a few typos in code mean that you really need to know C++ when you're reading the book.
4. The comment on lua's disadvantage being that it's strongly typed is misleading. That's probably also a plus.for the scripting language at times.
HASH(0x9e10e6d8) out of 5 stars If you are an experienced developer and want to make games this book is for you 15 Aug. 2014
By Enmanuel Toribio - Published on Amazon.com
Format: Kindle Edition
One big observation: this book isn't for the novice. If you don't know how to program already skip this one and go to the next one. If you are learning and you feel comfortable with your c++ then go for it. If you have previously worked with CryEngine and you already know how to do a few things but want to increase your knowledge this is a great choice.

The part i liked the most is how it begins by actually explaining the pipeline and teaches the architecture required for a good development environment. The book talks about automatization, build scripts, overnight builds and so on. This is both a book about a game engine as it is a book about being a good organized developer.

The book then dives into how to work with CryEngine, i found it to be an interesting way since you have to create action maps in xml files for the different actions and then reference them in c++. The engine even has a Lua scripting functionality. I won't go very deep but this book covers a lot (different type of controllers, how to deal with dlc, complex logic, bones and animations,...) and i can't recommend it enough if you want to build games, specially with the cryengine. About the engine i have to say that even though there are some free alternatives like blender or unity3d if you have the money to pay for the subscription go for it or just try out the free version.
HASH(0x9e564858) out of 5 stars Enhances your CryEngine Skills 4 Aug. 2014
By Pule Nong - Published on Amazon.com
Format: Paperback
First things first - this is not a beginner's book. If you are a beginner you might want to start with CryENGINE 3 Game Development: Beginner's Guide book.

The authors of this book are experienced game developers with enormous knowledge of the CryENGINE game engine. They both previously worked for Crytek (the developer of the CryENGINE game engine). At Crytek they developed the Crysis game and they also helped other developers understand the CryENGINE better. It therefore comes as no surprise that they have penned this great book.

This book covers amongst others: -

- how to modify and set up your game controls and input methods.
- how to create facial animations and play these animations using FlowGraph and TrackView
- how the animation system of CryENGINE and CryMannequin work in detail
- how to use SmartObject system to create interactive game environments.
- how to add particle effects and lens flares to your games.
- how to get your game to a stable and clean state before it is released to the general public.

This is a superbly written book with detailed explanations. It is for this reason that I highly recommend that experienced CryENGINE game developers buy this book. It will most definitely enhance your CryENGINE skill level.
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