CryENGINE Game Programming with C++, C#, and Lua

CryENGINE Game Programming with C++, C#, and Lua
Author: Filip Lundgren
Publisher: Packt Pub Limited
Total Pages: 276
Release: 2013
Genre: Computers
ISBN: 9781849695909

This book provides you with step-by-step exercises covering the various systems of CryENGINE and comprehensively explains their workings in a way that can be easily understood by readers of any skill level to help you develop your very own CryENGINE games.This book is intended for developers looking to harness the power of CryENGINE, providing a good grounding in how to use the engine to its full potential. The book assumes basic knowledge of the engine and its editor in non-programming areas.

Cryengine 3 Game Development

Cryengine 3 Game Development
Author: Sean Tracy
Publisher: Packt Publishing Ltd
Total Pages: 550
Release: 2012-09-21
Genre: Computers
ISBN: 1849692068

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

CryENGINE SDK Game Programming Essentials

CryENGINE SDK Game Programming Essentials
Author: Richard Marcoux III
Publisher:
Total Pages:
Release: 2013
Genre:
ISBN:

"Packt video courses are designed to cover the breadth of the topic in short, hands-on, task-based videos. Each course is divided into short manageable sections, so you can watch the whole thing or jump to the bit you need. The focus is on practical instructions and screencasts showing you how to get the job done. This video course provides a hands-on approach to learning game programming with step-by-step instructions using C++ and Lua with the latest CryENGINE technology. If you want to get into game development as a game programmer this is the course for you. A basic to intermediate understanding of C++, along with a very basic understanding of the CryENGINE editor is needed to best understand this course."--Resource description page.

CRYENGINE Game Development Blueprints

CRYENGINE Game Development Blueprints
Author: Richard Gerard Marcoux III
Publisher: Packt Publishing Ltd
Total Pages: 322
Release: 2015-08-28
Genre: Computers
ISBN: 1784390100

Perfect the art of creating CRYENGINE games through exciting, hands-on game development projects About This Book Create CRYENGINE games from scratch with CRYENGINE Blank Game Starter-kit Discover good working practices and tips to quickly jump into making a new level in the game Build practical game projects and discover advanced concepts of CRYENGINE game development using the examples in the book Who This Book Is For This book is intended for CRYENGINE game developers, wanting to develop their skills with the help of industry experts. A good knowledge level and understanding of CRYENGINE is assumed, to allow efficient programming of core elements and applications. What You Will Learn Create a CRYENGINE game from scratch with the Game Starter-kit Add custom methods to allow the player/AI to use a weapon Create complete “start” and “end” game menus using Scaleform and C++ Discover how to use highpoly modeling workflow and techniques within the pipeline for the SDK to use Use the Crytiff exporter from Photoshop Export the CHR—the format the engine needs to read the skeleton Integrate the character in the engine using the character tool Better understand the rules to create and author skeletons to rig characters designed for CRYENGINE Debug common setup issues that might appear during production with useful tools In Detail CRYENGINE is a game engine developed by Crytek for PC, Playstation, Xbox, Android, and iOS. It can be used to create AAA games, movies, high-quality simulations, and interactive applications. It is most popularly used for game development. In this book, you will start off by exploring the CRYENGINE “Blank” Game Starter-kit, creating a completely playable character from scratch and controlling its movement. You will learn how to implement a weapon and ammo class, and will create complete “start” and “end” game menus using Scaleform and C++. Additionally, you will learn some key texturing techniques for PBR and how to create and bake maps to the lowpoly model. You will also explore how to get a static model from Maya and shaders setbup in the SDK to check the textures during creation, and create all the necessary engine files to export and see the game character's animations in your engine. In the final third of the book, you will learn how to create objectives, set up saved games, layer on audio polish to help immerse the player in the experience, and debug game issues. Style and approach An easy-to-follow, practical guide covering three exciting projects. As you work through each project you will explore new topics including complex animation, advanced scripting, and complex character motion. All the code used in each project is explained in detail.

Lua Game Development Cookbook

Lua Game Development Cookbook
Author: Mrio Kasuba
Publisher:
Total Pages: 360
Release: 2015-07-28
Genre: Computers
ISBN: 9781849515504

This book is for all programmers and game enthusiasts who want to stop dreaming about creating a game, and actually create one from scratch.The reader should know the basics of programming and using the Lua language. Knowledge of the C/C++ programming language is not necessary, but it's strongly recommended in order to write custom Lua modules extending game engine capabilities or to rewrite parts of the Lua code into a more efficient form.Algebra and matrix operations are required in order to understand advanced topics in Chapter 4, Graphics – Legacy Method with OpenGL 1.x-2.1 and Chapter 5, Graphics – Modern Method with OpenGL 3.0+.Sample demonstrations are coupled with binary libraries for Windows and Linux operating systems for convenience.

Game Programming with Python, Lua, and Ruby

Game Programming with Python, Lua, and Ruby
Author: Tom Gutschmidt
Publisher: Course Technology
Total Pages: 476
Release: 2003
Genre: Computers
ISBN: 9781592000777

Get ready to dive headfirst into the world of programming! Game Programming with Python, Lua, and Ruby offers an in-depth look at these three flexible languages as they relate to creating games. No matter what your skill level as a programmer, this book provides the guidance you need. Each language is covered in its own section?you'll begin with the basics of syntax and style and then move on to more advanced topics. Follow along with each language or jump right to a specific section! Similar features in Python, Lua, and Ruby?including functions, string handling, data types, commenting, and arrays and strings?are examined. Learn how each language is used in popular game engines and projects, and jumpstart your programming expertise as you develop skills you'll use again and again!

Programming in Lua

Programming in Lua
Author: Roberto Ierusalimschy
Publisher: Roberto Ierusalimschy
Total Pages: 329
Release: 2006
Genre: Computers
ISBN: 8590379825

Authored by Roberto Ierusalimschy, the chief architect of the language, this volume covers all aspects of Lua 5---from the basics to its API with C---explaining how to make good use of its features and giving numerous code examples. (Computer Books)

Game Engine Architecture

Game Engine Architecture
Author: Jason Gregory
Publisher: CRC Press
Total Pages: 1042
Release: 2017-03-27
Genre: Computers
ISBN: 135160564X

Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.

Modern C++ Design

Modern C++ Design
Author: Andrei Alexandrescu
Publisher: Addison-Wesley Professional
Total Pages: 352
Release: 2001
Genre: Computers
ISBN: 9780201704310

This title documents a convergence of programming techniques - generic programming, template metaprogramming, object-oriented programming and design patterns. It describes the C++ techniques used in generic programming and implements a number of industrial strength components.

Low-Level Programming

Low-Level Programming
Author: Igor Zhirkov
Publisher: Apress
Total Pages: 446
Release: 2017-06-27
Genre: Computers
ISBN: 1484224035

Learn Intel 64 assembly language and architecture, become proficient in C, and understand how the programs are compiled and executed down to machine instructions, enabling you to write robust, high-performance code. Low-Level Programming explains Intel 64 architecture as the result of von Neumann architecture evolution. The book teaches the latest version of the C language (C11) and assembly language from scratch. It covers the entire path from source code to program execution, including generation of ELF object files, and static and dynamic linking. Code examples and exercises are included along with the best code practices. Optimization capabilities and limits of modern compilers are examined, enabling you to balance between program readability and performance. The use of various performance-gain techniques is demonstrated, such as SSE instructions and pre-fetching. Relevant Computer Science topics such as models of computation and formal grammars are addressed, and their practical value explained. What You'll Learn Low-Level Programming teaches programmers to: Freely write in assembly language Understand the programming model of Intel 64 Write maintainable and robust code in C11 Follow the compilation process and decipher assembly listings Debug errors in compiled assembly code Use appropriate models of computation to greatly reduce program complexity Write performance-critical code Comprehend the impact of a weak memory model in multi-threaded applications Who This Book Is For Intermediate to advanced programmers and programming students