
Mastering CryENGINE
Description
Alles über E-Books | Antworten auf Fragen rund um E-Books, Kopierschutz und Dateiformate finden Sie in unserem Info- & Hilfebereich.
Book DescriptionA comprehensive guide that covers advanced tasks performed with the CryENGINE system using interesting examples and illustrations demonstrating each of its features. This book is designed for developers who already have a basic understanding of CryENGINE and who want to take their skills to the next level. Whether you are a hobbyist developer or you are working on an AAA project, Mastering CryENGINE will help you enhance your CryENGINE proficiency.What you will learn
Who this book is for
All prices
More details
Other editions
Additional editions

Person
Content
Version control for CryENGINE projects
The decision of which version control system (VCS) to use is one of the most important pipeline decisions to make when you are planning your CryENGINE project.
It is also one of the first things that should be discussed, since a lot of other aspects of your production will depend on it.
What version control does for you
Version control is incredibly useful in any area of game production. What a VCS basically does is keep track of changes made to your files and allows you to review those changes and even helps you revert to the older versions of your files.
This means if you make a mistake or delete or lose a file, it is generally very easy to recover whatever you have lost. In addition to this, using a VCS makes it a lot easier to collaborate since you will always have an overview of what changes your team members made to the project files.
Production without version control
Even today, where VCSs such as SVN, Perforce, or Git have become very affordable, or even free, there are still teams out there working without the safety net of a version control system.
Tip
Not using any version control whatsoever is always a bad decision for larger projects.
Working from a shared folder
One method often used by less experienced mod teams is to work out of a shared folder, which is accessible for everybody from the network. While it might seem simple and easy to work this way with everybody just copying their files into the shared folder, there are a lot of things which can go wrong, which are as follows:
- Files can get overwritten accidently
- Code and script conflicts cannot be caught and resolved easily
- Tracing back older changes becomes extremely difficult
With low cost version control systems being widely available today, there is no reason even for small teams to work this way. Setting up and maintaining a version control solution will of course consume a certain amount of time, but it is always time well invested.
Let's have a look at a real-life example. You are working on a CryENGINE game project and you discover a game breaking bug. Let's say someone on your team submitted something which broke the game. Now it is up to you to identify and fix the issue. Having no access to either the file history or changes done to the individual files will make it very difficult for you to solve the issue. However, in a project environment with a VCS setup, you could simply step backwards through the submitted changes to identify the file which was responsible for breaking your game.
Selecting a VCS for CryENGINE projects
When it comes to deciding which VCS to use for your CryENGINE project, your decision will be determined by your budget, the scale of your project, and possibly your personal preference.
You will have to choose between a centralized and distributed VCS. While a centralized VCS keeps all files on a central server, a distributed VCS mirrors the whole repository on each client. Both systems come with different upsides and downsides, but for CryENGINE, it makes no difference which type of system is used.
There are many VCSs available today, and they come in many flavors. Most commonly used VCSs for CryENGINE projects are as follows:
- Perforce: This is sometimes also called P4 and is a professional centralized VCS, which mostly is the tool of choice for professional and larger size game teams. Perforce licenses are generally not free, but there are various license options which allow indie and mod teams to make use of the software without spending much money. CryENGINE has native support for Perforce and allows you to check in/out files directly from Sandbox.
- SVN: This is also called Subversion and is a free, open source centralized VCS. It is widely used by smaller teams without a big budget, since it can be used without any cost.
- Git: This is also a free to use open source VCS. It differs from Perforce and SVN by using a distributed architecture. In direct comparison to Perforce and SVN, Git can be quite difficult to use, especially for developers with a nontechnical background.
Setting up version control for CryENGINE
Once you have made your decision regarding which version control system to use for your project, it is time to set up your CryENGINE environment. Depending on your role in your game's production, certain aspects of this setup might be more or less interesting to you. For example, if you are a programmer, you might be less interested to learn about setting up your Photoshop or 3ds Max and skip ahead to the relevant coding topics.
Sandbox
Being able to check out levels, layers, or materials files directly from Sandbox without switching to your version control client is very comfortable and will speed up your workflow considerably.
Support for Perforce version control is integrated into the Sandbox editor. Sandbox will automatically check out the corresponding files when they are being modified.
When using SVN, Git, or any other system, files cannot be directly checked in/out from Sandbox. In this case, no further setup is necessary.
Perforce setup
The first step to setting up Sandbox to work with Perforce is to enable version control. This is done in the Sandbox preferences as follows:
- Open the Preferences window from the Tools menu.
- In the Preferences menu, go to General Settings | General.
- Make sure the Enable Source Control checkbox is checked.
This will tell Sandbox to use version control for file operations. CryENGINE will get the Perforce server information from the Windows' environment settings and you don't need to set them up manually. To review these environment settings in Perforce, click on Environment Settings in the Connection menu as seen in the following screenshot:
You can change the Server and Workspace settings here as seen in the following screenshot:
Once all your version control options are set up for CryENGINE, you will see a window as seen in the following screenshot when saving your level:
This is CryENGINE telling you that the level you are trying to save is write protected and probably version controlled. At this point, you have the choice to either overwrite your level files or check them out from Perforce.
Exploring digital content creation tools such as Photoshop and 3ds Max
When creating content for CryENGINE projects, you will most likely be using tools such as Photoshop, 3ds Max, or Maya to create 3D assets, animations, and textures.
While those tools are not directly connected to CryENGINE, it still makes sense to set them up to connect to the same version control system that is storing your code and level files.
There are a lot of plugins that exist for the various VCSs, which will allow you to check out files directly from Photoshop, Max, Maya, or XSI.
Perforce, for example, offers quite a comprehensive free set of plugins for all major tools on their website called Perforce Graphical Tools Plug-in (P4GT). This is basically a big collection of plugins for all kinds of tools and systems. You can find it at http://www.perforce.com/product/components/perforce-plugin-graphical-tools.
For SVN and Git, there are several plugins available on the internet as well.
Visual Studio
If you will be modifying the source code of CryENGINE for your project, you will most likely be using Visual Studio to implement and compile your changes.
There is a Perforce add-on for all recent Visual Studio versions available. This plugin will automatically check out source files when modified, and add newly created files to the repository. This can save a lot of time when working with the source code.
The plugin can be installed from within the GUI of Visual Studio. To do so, open the Extension Manager option from the Tools menu. The plugin is called P4VS. The fastest way to find it is to search for the term P4 in the online gallery.
After installation, you have to activate the plugin in the Visual Studio options. In the menu Tools, choose Options. Then navigate to the section called Source Control. In the subsection Plug-in Selection, open the drop-down box and select...
System requirements
File format: ePUB
Copy protection: Adobe-DRM (Digital Rights Management)
System requirements:
- Computer (Windows; MacOS X; Linux): Install the free reader Adobe Digital Editions prior to download (see eBook Help).
- Tablet/smartphone (Android; iOS): Install the free app Adobe Digital Editions or the app PocketBook before downloading (see eBook Help).
- E-reader: Bookeen, Kobo, Pocketbook, Sony, Tolino and many more (not Kindle).
The file format ePub works well for novels and non-fiction books – i.e., „flowing” text without complex layout. On an e-reader or smartphone, line and page breaks automatically adjust to fit the small displays.
This eBook uses Adobe-DRM, a „hard” copy protection. If the necessary requirements are not met, unfortunately you will not be able to open the eBook. You will therefore need to prepare your reading hardware before downloading.
Please note: We strongly recommend that you authorise using your personal Adobe ID after installation of any reading software.
For more information, see our ebook Help page.
File format: PDF
Copy-Protection: Adobe-DRM (Digital Rights Management)
System requirements:
- Computer (Windows; MacOS X; Linux): Install the free reader Adobe Digital Editions prior to download (see eBook Help).
- Tablet/smartphone (Android; iOS): Install the free app Adobe Digital Editions or the app PocketBook before downloading (see eBook Help).
- E-reader: Bookeen, Kobo, Pocketbook, Sony, Tolino and many more (only limited: Kindle).
The file format PDF always displays a book page identically on any hardware. This makes PDF suitable for complex layouts such as those used in textbooks and reference books (images, tables, columns, footnotes). Unfortunately, on the small screens of e-readers or smartphones, PDFs are rather annoying, requiring too much scrolling.
This eBook uses Adobe-DRM, a „hard” copy protection. If the necessary requirements are not met, unfortunately you will not be able to open the eBook. You will therefore need to prepare your reading hardware before downloading.
Please note: We strongly recommend that you authorise using your personal Adobe ID after installation of any reading software.
For more information, see our eBook Help page.