Why developers choose CRYENGINE - Part 5
Why developers choose CRYENGINE - Part 5

Why developers choose CRYENGINE - Part 5

Developers around the world share their reasons for choosing CRYENGINE.


Tobias Stolz-Zwilling, PR Manager at Warhorse, developers of Kingdom Come: Deliverance

“CRYENGINE allowed us to have stunning simulated vegetation. People told us that we might have the best-looking forests ever seen in a videogame. But forests and fields are not the only things in Kingdom Come: Deliverance. With CRYENGINE we built majestic castles and monasteries which look almost exactly as how they stand today…. Despite the fact that our castles are still as intact as they were in 1403!

“One of the outstanding features we use is SVOTI (global illumination) technology. It makes the days and nights look much more real. The author of the SVOTI technology, Vladimir Kajalin, helped us a lot to increase the overall lighting quality of Kingdom Come: Deliverance. We are very happy that he met us with the same enthusiasm we have for the game.

“We had very close contact with the Crytek guys. It’s no secret that when we started with Kingdom Come, the engine had to be modified at our end so we could get specific needs like 1000 NPCs and some features that were not completely ready in the first place, as with any engine. But we had very good contact with the dev team at Crytek. We made things happen. We’re very grateful for that collaboration. Kingdom Come looks amazing on CRYENGINE.”


Manuel Lacoste from Frog Factory, developers of Heathen

“We tried out a range of engines when we decided to embark on this project. The first thing that attracted us was the exceptional graphical quality of the engine. The Flow Graph system is really helpful for fast prototyping, and the free GameSDK samples were really good to get started with. And of course, CRYENGINE is really well suited to creating an FPS. The Mannequin editor, character tool, AI behaviors, and the underrated smart objects are great tools to create many different enemies. The terrain editors and its associated tools (vegetation, shaders, etc.) are all very powerful and intuitive too.”


Robin Rumpunen, creator of Domus by the Colosseum

“Having never touched the engine before, I thought it would make an interesting learning experience. I have a background with other game engines, but I am surprised to say that the transition was smooth. The interface was straight forward, and with a little tweaking, I got the engine working exactly the way I wanted it. If by any chance I was experiencing problems, I turned to the forums and in a matter of minutes, I had loads of answers to help me better understand and fix the problem.”

“One thing I was really excited to try out was CRYENGINE’s Global Illumination. I experimented a lot with it, and the experience, as well as the quick feedback, was very good. The idea of not baking lighting makes it very fast for expressing moods while experimenting with light and working with it was simply a wonderful experience. When working with a project where you begin with only a vague idea of what to create you need two things; iteration speed and feedback. With CRYENGINE it is easy to make big changes rapidly, thanks to the way CRYENGINE handles layers and meshes in the layer stack. Keeping assets organized is a key element in making sure you are working as productively and efficiently as you can, spending less time looking for that one decal when you can spend more time actually creating!”

“Overall, I feel like Crytek has made great software for any artist looking to try out a great, solid game engine. With quick, organized, and easy to follow tutorials, I feel like CRYENGINE is really on the up! The experience has been a very good one, and I am looking forward to seeing more content being made with this incredible software Crytek has developed.”

What was your reason for choosing CRYENGINE? Let us know in the comments, on the forum, or via Facebook, and Twitter. Don’t forget to join the community and our CRYENGINE development team over on the official CRYENGINE Discord channel.

- Your CRYENGINE Team

m87
March 12, 2019 14:59


Thanks to Crytek

...........


one moment please...
for...
CRYENGINE 5.6 ,...




silver008
March 12, 2019 02:09

EndiHaxhi, that's exactly what I mean. Parts can be really long to List them all here. I cannot trust the engine that has no clear future and no direction of development at all. If you track the roadmap, they are treading water for 3 years with CryEngine 5. Lots of stuff that was promised in roadmaps was constantly shifted to the future. It's been almost 10 years since the release of CryEngine 3 to the public. All these years CryEngine development was done from what is leftover after their game releases. Released Free SDK 3.3.5 -- broke most of the systems that worked in Crysis, striped down virtually everything, even cut off the Flash UI. Released Crysis 3 -- added some Crysis 3 features to the engine, along with the whole unused undocumented assets code branch. Released Ryse -- changed the renderer to the Ryse version, broke all support of old lighting system. Released something else -- introduced a new EaaS model and introduced half-documented and broken code. *CryEngine is used by 450 universities blahblahblah*. But the engine is totally unusable without a few million dollars. *Sandbox for cinema is our super duper secret tool only for VIP*. And then silence, and there's just nothing for people. Just stop it. Every time CryEngine was updated - it was done for some event just to make even more PR, which was decided by company management, and totally not by community request. Licensing was an all-destroying problem until maybe mid-2014. It's still a problem, because you basically prohibit to use it for the most interesting things, while all major engines can be used for whatever you want. What people asked for is still actually undone since 2008, when I remember myself doing a lot of mods for Crysis. People wanted REAL features particularly related to the Sandbox Editor. These features were: better terrain tool with support of multithreaded and streamable terrains for bigger levels. We wanted a better Voxel tool, instead we've got no voxel tool. We wanted Shader code and CUSTOM SHADERS. Even in 2008 it was possible to make a custom shader for Crysis. In CE3 shaders code was a top secret alien technology that's only available for million-dollars evil corporations. At the same time major engines offered a visual editor for shaders. But show me how to make a shader for CE5? Do you have this in your documentation? Next. Updated Scaleform for ActionScript 3 support (2009-2011, irrelevant in 2019), still a prehistoric ActionScript 2. Material editor with tiled interface to make interactive materials (still no modern materials in 2019). Unified and deeply integrated scripting with Lua, instead we got no Lua and now 2 programming languages - even deeper twisted C#/C++ and 2 visual scripting tools, completely independent from each other. Yeah, add Action script on top. We wanted a better FlowGraph 2.0 with modern scripting support (UE4 has it), but instead we got some strange new experimental visual scripting language that WASN'T supposed to replace FlowGraph. We wanted a visual editor for AI. We've got no AI. Show me how to make a CUSTOM AI in CE5? We wanted multiple viewports, we got nothing. Realtime reflections and mirrors were available in Duke Nukem's engine 30 years ago, in 2019 the mighty CRYENGINE monster still can't do it. Character Editor with key-based animations editing... nope, who needs that. Non-human characters? Show me how to make a dog model with animations, then show me how to make AI dog with animations. Big characters? Can you make a 10-meters big boss character? Any tutorial on docs? In 2008 we wanted documentation and REAL tutorials from real Crytek's code engineers and game developers. In 2019 we've got a bunch of tutorials on how to *set up a mission*, *how to place a tree*, *how to move a box around a map*. In 2009 we wanted a cooperative gameplay, RTS games support, RPG systems support, session-based multiplayer with stable server code (not the one that crashes every 10 minutes), anticheat protection and with bigger amount of players - remember mods like SSM Aegis that allowed for more than 32 players and introduced some anticheat systems. We wanted more source code THEN. Shader code and CUSTOM SHADERS. We wanted licensing and platforms support without a million dollars. Hundreds of people were making their mods for Crysis just to be able to create a kind of game, for which they had a vision. And they were interested in expanding CryEngine, not a CryEngine that is always broken, undocumented and abandoned and a developer that never pays attention to its community. Now everyone is together with major engines, because they did what people were asking for. Even because of platforms. Free software is important today. Modern platforms are important too. Mobile devices, browser-based gaming. Where's modern platforms? You still don't have a full Linux support. I'm not even talking about Mac. If you compare CryEngine EaaS 3.8.6 with CryEngine 2 and then with CryEngine 1, you will notice it's still using the same interface for most of the editors (except maybe those which were not in CE1). They share the same features and almost the same base code. Like terrain editor. It's almost the same. CryEngine 5 introduces some vague features that were mostly intended to break the visual fidelity and continuity of few engine generations. It's mostly the visual appearance that was changed, and some features that worked well in previous generations for years, but were destroyed in CE5. Why is that? Because Amazon bought CE 3.8.6 and rebranded it for its own purpose. Seems like Crytek wanted to break the bond and introduce some clear distinction from the version that is now owned by some other company. But besides of that it's nothing more than a rebranding and a visual restyling of the old CE3 of 2014. So CRYENGINE is dead, because the engine and its community wasn't so much important to its owners all these years. And now CryEngine is just a bad and non-profitable business - to try and make your own completely independent commercial game engine with such a huge scale, to maintain it and make it financially successful. Not with that attitude.

EndiHaxhi
March 11, 2019 20:10

@silver008 -> Make it 1 - 500. But on a serious note, the thing that scares me off CryEngine is lack of a coherent vision for the future, and no progress whatsoever to making it usable by indies. Hard to use, impossible to learn, and UI is still flash based.
Unity has one of the worst visions and directions for their engine, they are merely a framework and have fragmented their engine into 500 different versions, but at least it has the basics right. Lighting is crap, but easy there. UI is crap, but it gets the job done. Workflow is garbage, but still usable.
CryEngine has amazing lighting, great shaders, sadly they are only used by Crytek devs. And the workflow part is as terrible as Unity, without C#, hot reload, no streamlined asset import, still forced to use photoshop for any texture work (why do textures from substance still have to go through photoshop?). I hope you get there,

silver008
March 10, 2019 20:29

Now give us *Why developers DON'T choose CRYENGINE* parts 1-25.