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CryENGINE SDK Game Programming Essentials
Setting Up Microsoft Visual Studio C++
Setting Up the Solution (2:58)
Setting Up Include, Library, and Debug Directories (2:11)
Compiling CryENGINE (2:33)
Overview of CryENGINE Entities
Spawning Entities in the Editor (3:47)
Changing the Entity Properties (4:38)
A Look at the C++ Side (3:54)
Entity System from a C++/Programming Perspective
The Entity System Overview (3:04)
The SpawnEntity and RemoveEntity Functions (4:54)
Entity Events and Their Importance (4:11)
Creating a Custom C++ Entity from Scratch – Part I
Creating a New Class (3:50)
Learning What the Functions Do (5:49)
Filling in the Default Code (5:35)
Creating a Custom C++ Entity from Scratch – Part II
Registering Our ProximityMine (3:12)
Loading a 3D Model (3:22)
Kill Entities in a Radius Part 1 (Proximity Check) (4:08)
Kill Entities in a Radius Part 2 (Physics Impulse) (5:35)
Kill Entities in a Radius Part 3 (Damage AI) (5:31)
Creating a Custom C++ Entity from Scratch – Part III
Spawning through the Code Part 1 (4:27)
Spawning through the Code Part 2 (3:57)
Getting Accurate Placement Using Physics (7:04)
Spawning through the Editor (2:47)
Creating a Custom Lua Script for Our Entity
Creating the Lua Entity Script (3:00)
Accessing Our Entity Script from C++ (6:23)
Changing Our New Entity Script Properties (3:11)
Creating AI Behaviors in Flowgraph
A Brief Introduction to Flowgraph (6:52)
Setting Up and Generating AI Navigation (4:43)
Creating Our Own AI Behavior in Flowgraph (7:59)
Creating a Custom Flownode from Scratch
Creating the Node Class (3:38)
Adding Logic to Your Node Part 1 (4:18)
Adding Logic to Your Node Part 2 (3:41)
Adding Logic to Your Node Part 3 (6:12)
Adding Logic to Your Node Part 4 (8:03)
Testing Your Node Class in Game (4:50)
Compiling CryENGINE
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