CRYENGINE | The complete solution for next generation game development by Crytek https://www.cryengine.com/ The most powerful game development platform for you and your team to create world-class entertainment experiences. en-US Copyright 2020, Crytek GmbH. Thu, 25 Jun 2020 16:35:37 +0200 Thu, 02 Jul 2020 08:32:47 +0200 60 <![CDATA[CRYENGINE 5.6.6 hotfix available now]]> https://www.cryengine.com/news/view/cryengine-5-6-6-hotfix-available-now

CRYENGINE 5.6.6, our latest hotfix, is available now from www.CRYENGINE.com and the CRYENGINE Launcher. This hotfix includes several attachment fixes from HUNT: Showdown, providing battle-tested stability as we back-integrate from our successful title. We’re also updating the Audio FMOD and Wwise SDKs, and we’ve fixed several issues related to projects and packaging that were reported by you.

As you know, there has never been quite a time like this in modern history, and while we have implemented new processes, we are operating in unprecedented times. We understand that several of you were disappointed to hear that we have delayed the full major release of the next engine version until early next year, and so we are happy to provide this hotfix in the interim to help solve some of your issues now.

With so many new features coming in the next major release, we need the extra time to ensure the best possible experience. If you haven’t already, we encourage you to sign up for the CRYENGINE beta to access early builds with new features, and your valuable feedback will help us to focus development in the areas that are most wanted. You’ll also be able to have fun with preview versions of some really exciting features which are coming to CRYENGINE.

To help us keep making CRYENGINE better for everyone, please continue to let us know your thoughts and comments on the dedicated forum feedback thread.

We would like to show our appreciation to all those that take the time to provide bug reports, problems and requests to us so that we may improve CRYENGINE for everyone going forward. Here we will highlight the fixes and changes that were reported and requested by the community making it into HotFix 5.6.6.

AI

FIXED: Flowgraph node Actor:VisualDetector node never activating. Wrong typeMask used for observer parameters.

FIXED: Fix incorrect FactionId parameter type in Schematyc Node Description.

Animation

TWEAKED: Removed inversion of parameter/checkbox "Animation Driven Motion".

C#

FIXED: Prerequisites for C# Extension to support VS2019.

Sandbox

FIXED: No textures from Substance Material. Update Substance Importer to Substance Engine 6.3.

TWEAKED: Add level info to ILevelSystemListener::OnLoadingStart event instead of passing a null pointer in Sandbox.

System

FIXED: GameLauncher fails to find the project file when sys_project and -project are missing. Default to game.cryproject if neither exists.

FIXED: Add .env files to xml file list used in project package build.

FIXED: .cryproject loading when the project path is absolute.

Tools

TWEAKED: Added 3ds Max 2019 exporter.

TWEAKED: Added 3ds Max 2021 exporter.

Additional Fixes:

Animation

FIXED: Several attachment update fixes from HUNT.

Audio

TWEAKED: Updated to FMOD Studio 2.00.07.

TWEAKED: Updated to Wwise SDK v2019.1.7 build 7135.

Tools

FIXED: Contents of Tools/PakEncrypt going missing.

You can read the full release notes and the known issues for this hotfix here.

Please note that the GitHub Source Code release has been delayed due to technical issues with the link between our internal Versioning Systems and GitHub. We plan to roll out the Source Code release next week.

Stay tuned to our usual channels and don’t forget to subscribe to our YouTube channel. If you have general feedback, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/cryengine-5-6-6-hotfix-available-now Thu, 25 Jun 2020 16:35:37 +0200 Crytek
<![CDATA[Master environments in CRYENGINE]]> https://www.cryengine.com/news/view/master-environments-in-cryengine

Learn how to make beautiful worlds with CRYENGINE by checking out our environment editor tutorial series, hosted on our YouTube channel, home to a huge range of courses that cover a broad spectrum of game design principles and practical techniques.

The series so far introduces you to an overview of the editor, shows you how to master volumetric fog, and use SVOGI and ambient lighting. Each tutorial is accompanied by comprehensive written documentation. The next chapter in the series, covering HDR and filters in the environment editor, is coming soon. We will also be releasing a free new CRYENGINE Marketplace asset pack soon, containing several environment presets with corresponding terrain heightmaps that can be used as either a starting point or resource for your environments. Stay tuned to our usual channels for more information.

To get the most out of these tutorials, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Environment Editor Tutorial Part 1: Editor Overview

This tutorial gives you an overview of the environment editor, the principles upon which it was designed, and the three key parameters which most dramatically affect the appearance of your game world: the sun, the sky, and fog. The concepts and benefits of a dynamic versus a static time of day are discussed in the video, and you will be shown how to create and assign environment presets. This practical tutorial provides a tour of the editor’s features as you learn how to use lighting to deliver atmosphere and ambiance in your levels, whether you wish to achieve a realistic or a more stylized aesthetic.

Follow the written documentation for this tutorial here.

Environment Editor Tutorial Part 2: Volumetric Fog

Learn every aspect of using volumetric fog, from its theoretical underpinnings and relationship to real-world atmosphere to fine-tuning voxelization through console variables. The tutorial also compares the previous fog effect with the advantages that volumetric fog provides, showing you the parallels as well as the differences. The tutorial goes on to explain the environment editor parameters, distinguishing between those that affect global fog from those that only affect local fog volumes.

Follow the written documentation for this tutorial here.

Environment Editor Tutorial Part 3: SVOGI and Ambient Lighting

Get a step-by-step guide to simplifying the SVOGI system’s many settings down to the essential parameters that you need to fine-tune ambient lighting for both interiors and exteriors. By the end of the tutorial, you will be able to implement lighting that behaves similarly to how it does in real life. In the video, Brian recommends best practices which are proven in production, and discuss how the Crytek development team met complex lighting challenges Hunt: Showdown.

Follow the written documentation for this tutorial here.

ICYMI, we also have a handy round-up of a range of physics tutorials, hosted by Brian, and a recap of videos that will help you learn character animation in CRYENGINE, presented by Roman Perezogin, one of our Junior Technical Designers.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/master-environments-in-cryengine Tue, 23 Jun 2020 17:20:43 +0200 Crytek
<![CDATA[CRYENGINE Roadmap Update]]> https://www.cryengine.com/news/view/cryengine-roadmap-update

The wait is finally over and our CRYENGINE roadmap update is now live. OK, we know it’s been a long time coming, and you may have noticed some of our goals and deadlines have been pushed out. Inevitably, as we’re sure you’re aware, software development is subject to change with shifting priorities and targets. We took a breather during this time of disruption to take a close look at our development plans and we’ve adjusted the roadmap accordingly. With the appointment of our new Technical Director, Theodor Mader, and more new talent working across our various engine departments, we’ve never been in a better position to maximize the potential of CRYENGINE and provide powerful new features, all shaped by your feedback. 

Moving forward, with new processes and leadership in place, we aim to update the roadmap more regularly, and give you further insights about our CRYENGINE development and goals. This initial update adds the beta highlight widget to inform you about upcoming CRYENGINE Beta features, and is a starting point with a list of features development goals, both planned and revised.

Your feedback really does shape our development, so please keep your thoughts coming on our usual channels.

Check out a few highlights from the features on our development pipeline: 

Mobile Support and Next-Generation Hardware: We’re working with Google and ARM to bring CRYENGINE to mobile and, of course, we‘re preparing CRYENGINE for upcoming hardware releases. We can’t wait to see what you can do with CRYENGINE on mobile, and, of course, we’re excited about seeing your CRYENGINE games running on more powerful consoles. Find out more about our mobile plan and register for our beta.

Scaleform 4 Update: CRYENGINE was previously limited to Scaleform 3, which meant that only older software and ActionScript 2 were viable methods for creating engaging UI. In the future, we are including Scaleform 4, which means you’ll be able to use both Adobe Animate and ActionScript 3.

Visual Scripting System: We’re as excited about this as you are. Almost all of our teams are working on and integrating with this new feature at the moment. As part of this process, we’re also undertaking a clean-up and separation of other systems, such as the Generic Reflection and Messaging systems.

Razer Chroma RGB Support: We’ve partnered with Razer to enable the Razer Chroma RGB effects API in CRYENGINE. This allows you to enhance the atmosphere and ambiance of your player’s experience by lighting up Razer Chroma-enabled hardware devices as the game is played. You can find out more about this partnership, and how we used these effects in Neon Noir, our ray tracing benchmark, in our blog or check out the video below:

Head to the roadmap to see all the detail.

If you have suggestions or feedback for the engine, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel.

cf0ed78699c08751765e21a4d77b29bfd2147c29c3ecb4e3f805a06a49a88875.png

If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Don’t forget to subscribe to our YouTube channel, where we host a range of content including tutorials covering all aspects of the engine and game design.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/cryengine-roadmap-update Thu, 18 Jun 2020 15:43:34 +0200 Crytek
<![CDATA[Adding Audio using FMOD Studio Part 3: Audio for Particle Effects]]> https://www.cryengine.com/news/view/adding-audio-using-fmod-studio-part-3-audio-for-particle-effects

We’ve released the latest video in our audio tutorial series hosted by our Learning Manager Brian Dilg, teaching you how to add looping audio to a particle, along with a realistic attenuation. This practical walkthrough builds on part one, which walks you through the process of implementing ambient sounds in a pre-designed level using SDL Mixer, FMOD Studio and Wwise, and part two which covers adding audio to animations.

This tutorial series uses a sample level that you can download for free on CRYENGINE Marketplace and includes everything you need.

The new tutorial takes the campfire in the sample level and shows you how to add immersive audio to it. You’ll learn how to import audio assets into Fmod and add events, add particle sounds in CRYENGINE, use the particle editor, add an audio component to a particle effect, use triggers, and add distance attenuation.

To accompany this tutorial, you can also follow along with our step-by-step written documentation. The video uses FMOD audio middleware, which you can download from their website. Alongside FMOD, SDL Mixer and Wwise workflows are also covered in the documentation.

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/adding-audio-using-fmod-studio-part-3-audio-for-particle-effects Wed, 17 Jun 2020 16:13:42 +0200 Crytek
<![CDATA[Art Asset Pipeline Tutorials: Collision Proxies]]> https://www.cryengine.com/news/view/art-asset-pipeline-tutorials-collision-proxies

Use proven-in-production techniques and pick up tips and tricks with our Art Asset Pipeline tutorial series hosted by Alin Alexa, one of our Technical Support Specialists. The course shows you how to create and set up physical collision proxies, then import them to CRYENGINE using 3DS Max, Autodesk Maya, and Blender workflows.

A collision proxy is a geometric model that is used for calculations in the physics module of CRYENGINE. This includes physical collisions, friction, and physical raycasts, to name just a few. They also provide the opportunity to simplify the physical model compared to the rendered mesh to optimize for performance. The course explains the purpose and principles behind physical proxies, as well as providing a practical walkthrough of both the CryTools and FBX pipelines.

To get the most out of these tutorials, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

3DS Max Art Asset Pipeline: Collision Proxies

In the tutorial, Alin demonstrates how to create physical collision proxies for your assets in 3DS Max and then get them into the engine using the CryExporter tools, in this case focusing on the CryMax plugin. The same process is also shown using an FBX pipeline so you can pick your favored workflow.

Autodesk Maya Art Asset Pipeline: Collision Proxies

This video demonstrates how to set up the CryMaya tools and how to create physical collision proxies in Autodesk Maya using a CryTools pipeline, in addition to an FBX pipeline. The tutorial also includes a basic explanation of Maya’s material and shader functionality, with regards to Maya’s Hypersahde function, in comparison to CRYENGINE’s material system.

Blender Art Asset Pipeline: Collision Proxies

The tutorial demonstrates how to set up the collision proxy geometry for your model. You’ll also learn how to assign materials and understand the object hierarchy required for a successful import process into the engine using Blender and the FBX pipeline.

Subscribe to our YouTube channel for all the latest tutorials, and don’t forget to hit the bell icon to get notifications. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/art-asset-pipeline-tutorials-collision-proxies Thu, 11 Jun 2020 18:55:31 +0200 Crytek
<![CDATA[Character Animation Pipeline: Export & Import assets with 3DS Max, Maya, and Blender]]> https://www.cryengine.com/news/view/character-animation-pipeline-export-import-assets-with-3ds-max-maya-and-blender

The latest tutorial in our Character Animation Pipeline series, hosted by Roman Perezogin, one of our Junior Technical Designers, shows you how to import assets from different applications into the engine using the FBX pipeline. The tutorial shows you a simple workflow to export geometry and animation assets from Maya, 3DS Max, and Blender, and then drag and drop them into the CRYENGINE editor. The export process is demonstrated for each application, and then you are shown the import process for CRYENGINE, all in only five minutes.

This bite-size tutorial is a handy reference video which forms part of our larger Character Animation Pipeline series. For a written version of this tutorial please refer to the documentation page.

The first part in this series shows you how to reorient animations in your chosen application to make them ready for CRYENGINE, as well as revealing the theory behind the process.

Use 3DS Max to reorient animations for use in CRYENGINE

Use Maya to reorient animations for use in CRYENGINE

Use Blender to reorient animations for use in CRYENGINE

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/character-animation-pipeline-export-import-assets-with-3ds-max-maya-and-blender Wed, 10 Jun 2020 16:00:37 +0200 Crytek
<![CDATA[Art Asset Pipeline: Creating and Handling LoDs (Blender)]]> https://www.cryengine.com/news/view/art-asset-pipeline-creating-and-handling-lods-blender

In our latest tutorial video Alin Alexa, one of our Technical Support Specialists, shows you a step-by-step art asset pipeline using Blender, the free and open source 3D creation suite. The video introduces the concepts of LoDs and their use in game development, detailing how they allow you to optimize assets for various viewing distances, which will improve performance in your scenes. You’ll also be given an overview of the hierarchy and nomenclature of geometry elements, and you will be taken through the process to set up a material. Finally, you will be shown how to import assets into CRYENGINE using the FBX Mesh Importer. 

Using LoDs is an important process when it comes to optimizing assets for any project. By the end of the tutorial, you will understand the theory and workflow behind this technique using Blender so that you can apply this workflow to your game. You can also follow along with the written version.

If your preferred workflow uses 3DS Max, check out this tutorial.

To learn a workflow using Maya, watch this tutorial.

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/art-asset-pipeline-creating-and-handling-lods-blender Thu, 28 May 2020 16:01:46 +0200 Crytek
<![CDATA[Adding Audio using FMOD Studio Part 2: Audio for Animations]]> https://www.cryengine.com/news/view/adding-audio-using-fmod-studio-part-2-audio-for-animations

Learn how to add audio to animations in CRYENGINE with our latest tutorial. Hosted by our Learning Manager Brian Dilg, this practical walkthrough builds on part one, which uses a sample level that you can download for free on CRYENGINE Marketplace. The first part of the tutorial shows you how to add ambient sounds, audio triggers, and link sounds to actions like firing a gun. If you’re new to the series, we recommend that you begin there to get the information and assets you need to get up-and-running.

This new video shows you how to add audio events that are triggered by animations to your levels. The tutorial includes the process of adding footsteps and Foley (additional sound effects to create realism) to audio with a first-person character. Brian shows you how to add triggers to animations by using the Character Tool, create and associate an Animevents file to the skeleton of a character, set up animation events, and test the audio. 

To accompany this tutorial, you can also follow along with our step-by-step written documentation. The video uses FMOD audio middleware, which you can download from their website. Alongside FMOD, SDL Mixer and Wwise workflows are also covered in the documentation. 

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/adding-audio-using-fmod-studio-part-2-audio-for-animations Wed, 20 May 2020 16:00:50 +0200 Crytek
<![CDATA[Art Asset Pipeline: Creating and Handling LoDs (Maya)]]> https://www.cryengine.com/news/view/art-asset-pipeline-creating-and-handling-lods-maya

In the third part of our art asset tutorial series, Alin Alexa, one of our Technical Support Specialists, takes you step-by-step through a proven-in-production art asset pipeline using Autodesk Maya. This video includes a practical explanation of LoDs (Level of Detail), showing you how to optimize for various viewing distances, which will help keep the poly count low and the performance high in your scenes. Alin provides a full workflow for the creation and management of LoDs using Autodesk Maya, and you’ll learn the naming system used to mark different geometry elements. You will also be provided with an overview of the settings required to export assets using a CryTools pipeline and an FBX pipeline. 

Using LoDs is an essential step to optimize assets for any project. By the end of the tutorial, you will understand the theory and workflow behind this technique using Maya, as well as learning how CRYENGINE behaves and uses LoDs in different contexts.

Further information about setting up assets and exporting them from Maya into CRYENGINE can be found in our written documentation. This tutorial builds upon part one, which shows you how to create physical collision proxies using Maya. If your preferred workflow includes 3DS Max, be sure to check out our previous tutorial covering the same topic of a LoDs pipeline using 3DS Max.

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/art-asset-pipeline-creating-and-handling-lods-maya Wed, 13 May 2020 16:10:26 +0200 Crytek
<![CDATA[Character Animation Pipeline: Reorienting animations in Blender]]> https://www.cryengine.com/news/view/character-animation-pipeline-reorienting-animations-in-blender

Learn how to reorient animations with Blender step-by-step in the latest installment of our Character Animation Pipeline Master Class, hosted by our very own Roman Perezogin, one of our Junior Technical Designers. The tutorial introduces Blender and shows you the import process for animations, and then focuses on adding a new bone to a character. You’ll then learn how to bake animation onto a reoriented root bone, and shown how to delete forward movement from the animation, or track, as it is called in Blender. The video then reveals how to export multiple animations in one FBX file, which CRYENGINE imports separately. Finally, Roman shows the animation setup within CRYENGINE.

You can follow along with this tutorial by accessing our written documentation.

The tutorial builds on concepts shown in part one of this series, which uses a 3DS Max pipeline, and part two that covers a Maya pipeline.

To get the most out of this tutorial series, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

If you’re looking for more tutorials, don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/character-animation-pipeline-reorienting-animations-in-blender Thu, 07 May 2020 16:01:14 +0200 Crytek
<![CDATA[Master light in CRYENGINE]]> https://www.cryengine.com/news/view/master-light-in-cryengine

Whether you’re starting with game development, or looking for specific topics, our official CRYENGINE YouTube channel is home to a huge range of tutorials which cover a broad spectrum of game design principles and practical techniques. Of course, CRYENGINE is famed for its renderer that powers some of the most beautiful games. Today we present two essential lighting tutorials from our channel, which will help you achieve your vision. Your host for both is our Learning Manager Brian Dilg.

To get the most out of these tutorials, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.  

Creative Lighting Basics

Learn CRYENGINE’s lighting systems for gameplay, ambiance, and aesthetics and understand creative and technical lighting concepts in just over 45 minutes.  You will be introduced to the core pillars of CRYENGINE’s lighting system, including dynamic light entities, environment probes, and SVOGI, our voxel-based global illumination solution. The tutorial includes practical steps for lighting an area, a discussion of color theory, and shows you how to place different types of lights, and add volumetric fog. By the end of the course, you will have a fully lit level.

The course takes a creative approach to using CRYENGINE’s lighting tools. Where do you place lights in a level? Why would specific light sources be in certain areas? How can you use lighting to guide players through your levels or alert them to threats, goals, and objectives? Demonstrating both how to use the lighting systems and exploring concepts like, for instance, thinking as an architect or interior designer when it comes to placing light sources, the course will leave you able to use CRYENGINE’s real-time lighting system to great effect.

Master lighting components and features that launched in CRYENGINE 5.6

Gain a deeper understanding of CRYENGINE lighting tools, including features from CRYENGINE 5.6. In just under 40 minutes, the tutorial covers a variety of topics, including lighting components, clip volumes, environment probes, projection textures, and more. You will be taken step-by-step through practical examples of how you can use CRYENGINE’s various lighting tools to light your scenes beautifully. The video can be used in conjunction with the CRYENGINE documentation covering Point Light Components and Projector Light Components.

ICYMI, we also have a handy round-up of a range of physics tutorials, hosted by Brian, and a recap of videos which will help you learn character animation in CRYENGINE, presented by Roman Perezogin, one of our Junior Technical Designers.

If you’re looking for more tutorials, don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/master-light-in-cryengine Tue, 05 May 2020 16:01:35 +0200 Crytek
<![CDATA[Character Animation Pipeline: Reorienting Animations in Maya]]> https://www.cryengine.com/news/view/character-animation-pipeline-reorienting-animations-in-maya

Our latest installment in our Character Animation Pipeline Master Class takes you step-by-step through the process of reorienting animations, this time using Maya. Hosted by our very own Roman Perezogin, one of our Junior Technical Designers, the tutorial introduces Maya, shows the import process for animations, and then focuses on adding a new bone to the character. You’ll then learn how to bake animation onto a reoriented root bone, and export to the animation ready for CRYENGINE. Roman also gives a walkthrough of the process of creating a Python script for you to speed up the procedure. Finally, the video will take you through the steps to import animations into CRYENGINE and set them up for preview. You can follow along with this tutorial by accessing our written documentation

The tutorial expands on the concepts introduced in part one of this series, so get up to speed by watching that tutorial first.

To get the most out of this tutorial series, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

If you’re looking for more tutorials, don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/character-animation-pipeline-reorienting-animations-in-maya Thu, 30 Apr 2020 16:04:31 +0200 Crytek
<![CDATA[Master character animation in CRYENGINE V]]> https://www.cryengine.com/news/view/master-character-animation-in-cryengine-v

The official CRYENGINE YouTube channel is the place to go for tutorials covering all aspects of game design and development with CRYENGINE. Today, we’re highlighting a group of recent CRYENGINE V tutorials, hosted by our very own Roman Perezogin, which will show you proven-in-production techniques that will equip you with practical character animation workflows for our engine.

To get the most out of these tutorials, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

CRYENGINE Mini Feature: Ragdoll Components

In just under five minutes, Roman will show you how to set up a character for ragdoll simulations. You’ll also learn how to use the new Ragdoll Component, which was introduced in CRYENGINE 5.6.0, in this bite-sized tutorial.

Creating animated characters using Character Creator 3 and iClone 7

Roman takes you step-by-step through the process of creating a character and then importing it into CRYENGINE by using Character Creator 3 and iClone 7 from Reallusion and Adobe Photoshop.

Character Creator 3 is a powerful tool which you can use to create high-quality, realistic characters and assets, including a rich feature set which allows you to edit almost everything you create, and even add your own textures with Substance. iClone 7 is a highly-intuitive, real-time animation application that allows you to easily create sequences thanks to its timeline and animation set up. You can download trial versions of both applications from https://www.reallusion.com/.

This tutorial uses both applications to create a character and add facial animation to it, then demonstrates how to import the character into a CRYENGINE level and adjust settings with the material editor. It also shows you how to use Adobe Photoshop, the ubiquitous graphics editor available with a free trial from https://www.adobe.com/, to adjust shaders and the parameters of various character materials.

Setting up character attachments

Learn the process of using the attachment system in CRYENGINE’s character tool. Roman demonstrates how the character pipeline uses an attachment system to customize the appearance of a character model in a variety of ways. This allows you to apply different skins and accessories to characters so you can create unique looks.

The tutorial follows on from Roman’s previous tutorial in which he demonstrates how to create a character and import it into CRYENGINE by using Character Creator 3 and iClone. We recommend that you watch that tutorial first.

ICYMI, we also have a handy round-up of a range of physics tutorials hosted by our Learning Manager, Brian Dilg. Learn how to create a trampoline from scratch, giving you an understanding of physics concepts that can be applied across a range of different projects, and master the use of constraints, from the fundamental principles behind the system to creating gears and complex functions like barrel rolls.

If you’re looking for more tutorials, don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/master-character-animation-in-cryengine-v Fri, 24 Apr 2020 16:09:40 +0200 Crytek
<![CDATA[Wilderness Audio Assets]]> https://www.cryengine.com/news/view/wilderness-audio-assets

Even as the weather turns better, it’s important to stay at home rather than exploring the great outdoors right now as we are facing this global pandemic. But it’s a great time to immerse players in a virtual wilderness, and today we’re checking out a range of high-quality, CRYENGINE-ready audio assets that you can download today from the CRYENGINE Marketplace.

Footsteps SFX - Grass

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Download 120 individual, meticulously engineered footstep sounds recorded with professional quality equipment in the Footsteps SFX – Grass pack from TimWinandySFX. Including walking, running, sprinting, and crouched states, this pack contains everything you need to create a soundscape for players and NPCs walking across grassy areas.

Spring Waterfalls

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This wonderful asset pack from Soundsower includes 83 minutes of waterfall and river audio recorded in three locations across the Vosges mountain range in France. Recorded in stereo and from several microphone placements at a close, medium, and long-range, you have a large range of options with which to deliver different levels of audio for running water. The pack also includes a hydrophone track, which allows you to modulate the low end and to add more movement to your sound design.

Water Flow

Another brilliant water-themed pack is Water Flow from Sound_Ex_Machinima. This collection includes over 40 minutes of high-quality recordings of streams, rivers, and waterfalls recorded at various locations across Greece. Including both close and long-range recordings of slow flows and turbulent, rushing waters, this pack will allow you to create a calm or dynamic soundscape with the variation that you require for your levels.

Door Sounds Pack

Put the door in outdoors with the Door Sounds Pack from Audio_Alchemist, allowing your players to cross the threshold to the countryside. This collection includes 107 door sound effects, which are perfect for a range of scenarios, including medieval, contemporary, and sci-fi settings. This collection includes both individual sounds and audio loops, all recorded at high quality. From office and car doors to the sounds of a stone door, train doors, sci-fi doors, and even a submarine door, this comprehensive pack provides everything you’ll ever need when it comes to creating sound design for opening and closing doors.

All of these assets and more are available on the CRYENGINE Marketplace. If you pick up an asset that makes a difference for your project, don’t forget to leave a review. And if you’re looking for a specific asset to help you, but somehow can’t find it, let us know on the forum, or via Facebook and Twitter. Don’t forget to join the community and our CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity. We actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/wilderness-audio-assets Wed, 22 Apr 2020 16:08:35 +0200 Crytek
<![CDATA[Crytek announces Crysis Remastered]]> https://www.cryengine.com/news/view/crytek-announces-crysis-remastered

Frankfurt (Germany), April 16, 2020 –The classic first person shooter is back with the action-packed gameplay, sandbox world, and thrilling epic battles players loved the first time around – with remastered graphics and optimizations for a new generation of hardware co-developed on CRYENGINE with Saber Interactive. Starting this summer, Crysis Remastered will be available for PC, Xbox One, PlayStation 4, and for Nintendo Switch.

Crysis Remastered will focus on the original game’s single-player campaigns and is slated to contain high-quality textures and improved art assets, an HD texture pack, temporal anti-aliasing, SSDO, SVOGI, state-of-the-art depth fields, new light settings, motion blur, and parallax occlusion mapping, particle effects will also be added where applicable. Further additions such as volumetric fog and shafts of light, software-based ray tracing, and screen space reflections provide the game with a major visual upgrade.

“We are excited to be working on the Crysis franchise again, and to bring all the Crysis fans a remaster worthy of their passion for the game,” said Crytek CEO Avni Yerli. “It’s an exciting opportunity to be able to bring Crysis back to PCs and current consoles – even Nintendo Switch! – so that a whole new generation of players can experience the thrill of a battle in the Nanosuit.”

In Crysis 1, what begins as a simple rescue mission becomes the battleground of a new war as alien invaders swarm over a North Korean island chain. Armed with a powerful Nanosuit, players can become invisible to stalk enemy patrols, or boost strength to lay waste to vehicles. The Nanosuit’s speed, strength, armor, and cloaking allow creative solutions for every kind of fight, while a huge arsenal of modular weaponry provides unprecedented control over play style. In the ever-changing environment, adapt tactics and gear to dominate your enemies, in an enormous sandbox world.

About Crytek

Crytek is an independent videogame developer, publisher, and technology provider dedicated to pushing the boundaries of gaming with its cutting-edge 3D game development solution CRYENGINE. With headquarters in Frankfurt am Main (Germany) and studios in Kiev (Ukraine), and Istanbul (Turkey), Crytek has created multiple award-winning titles, including the original Far Cry, the Crysis series, Ryse: Son of Rome, Warface, The Climb, Robinson: The Journey and Hunt: Showdown. Crytek delivers fun and innovative gaming experiences for PC, consoles, and VR and continues to grow its reach in the games-as-a-service market. Every Crytek game is created with CRYENGINE, which can be used by anyone to create games.



For more information visit www.crysis.comwww.crytek.com and www.cryengine.com.

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https://www.cryengine.com/news/view/crytek-announces-crysis-remastered Fri, 17 Apr 2020 16:00:40 +0200 Crytek
<![CDATA[The wait is over.]]> https://www.cryengine.com/news/view/the-wait-is-over

At Crytek, we’re always paying attention to your feedback, especially in the comments.

We’ve noticed one request occurs fairly frequently, regardless of what we’re posting.

You’ve been asking. You’ve been waiting. We’ve been listening.

The wait is over.

Crysis Remastered is coming to PC, PlayStation, Xbox, and – for the very first time – Nintendo Switch.

More news here: https://www.crysis.com/

We look forward to your feedback on Facebook and Twitter, and over on our official CRYENGINE Discord channel. Our forum is also a great place to hang out.

If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Want to make your contribution to a legendary franchise? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/the-wait-is-over Thu, 16 Apr 2020 19:58:48 +0200 Crytek
<![CDATA[Art Asset Pipeline: Creating and Handling LoDs (3DS Max)]]> https://www.cryengine.com/news/view/art-asset-pipeline-creating-and-handling-lods-3ds-max

In this latest addition to our Art Asset Pipeline tutorial series we highlight the importance of using LoD’s (Level of Detail) and provide a workflow using 3DS Max with either the provided CryTools plugin or the FBX Importer. Our Technical Support Specialist, Alin Alexa, details the importance of LoD’s and shows you how to create, setup and import them into CRYENGINE to help optimize assets for various viewing distances to help keep the poly count low and performance up in your scenes.

From the structure of your asset that CRYENGINE expects, to how the engine uses these LoD’s with respect to various quality settings, we’ve got you covered. We also provide some tips and tricks to make it quick and easy to create the various levels of detail for your assets so you can focus more on creating eye catching original content for your projects.

This tutorial is designed as a continuation of the Physical Proxy tutorial so be sure to check that out if you are having trouble keeping along with some of the concepts used in this tutorial.

For more information in written form on the usage of LoD’s in CRYENGINE and how to debug and visualize them be sure to check out our documentation about creating LoD’s.

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/art-asset-pipeline-creating-and-handling-lods-3ds-max Tue, 14 Apr 2020 16:01:02 +0200 Crytek
<![CDATA[Let’s shine a light on: Wolcen: Lords of Mayhem]]> https://www.cryengine.com/news/view/lets-shine-a-light-on-wolcen-lords-of-mayhem

The CRYENGINE Team is humbled to be able to work with so many talented studios and indie devs. Most of us have a long history in the gaming industry, coming from all kinds of different fields, and creating a platform, and delivering a service that helps developers achieve their vision is a privilege that we’re really proud of. We work to support a range of games, from Crytek’s own to others developed by teams around the world, and we’re as proud of your achievements as we are of our own.

Of course, we’re also gamers. And we don’t just support the games being developed with CRYENGINE, but we also play them as well. Today, we’re launching a new feature where we add a personal commentary from members of our CRYENGINE team about the games that our community creates. We’ll be featuring the full spectrum of games, including titles from large and established teams to hobbyist titles and everything in between. Without further ado, here’s our first staff pick, achieved with CRYENGINE: Wolcen: Lords of Mayhem.

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Commentary: Umut – Technical Writer for CRYENGINE

“I’ve never been a massive fan of ARPGs in general. But In 2017, when I had the chance to play Wolcen for the first time, and when it was not even close to being finished at all, it caught my attention despite my skepticism for the genre.

“The visuals, the sound effects, and the engaging gameplay mechanics were already on point. It had big potential. There were problems and missing features here and there, of course, but I couldn’t stop playing the game nonetheless. I hoped the developers would fix these issues so that it could be one of the games that I can recommend without hesitation… And now, almost three years later, I can easily say that the developers have surpassed all my expectations.

“I’m glad I was not wrong about this game three years ago. I highly recommend it, even if you’re not a fan of the genre, you should absolutely give it a try.”

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Commentary: Yakir – CRYENGINE Brand Manager

“I first picked up Wolcen in 2016. When I started working with CRYENGINE, I got an insight into the development of the game through my work as a community manager for the engine. I was immediately in love with the rich, very colorful, and entrancing art style, which reminded me of French comics. I love the dessinées – so I bought the game immediately when it was still in alpha.

“The story was different back then, but I could see clearly that the game was coming together at its core. The balancing and learning curve was great. And they still are great! How the game teaches you to approach new enemies with curious caution, introduces new patterns and mechanics, all while telling a story of epic proportions fascinates me. There are Interesting features right left and center, like co-op dungeons, housing, incredibly elaborate character progression, and my favorite: The Apocalyptic Form.

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“While the game has changed a lot since back then, and not all of my favorite memories can be relived, I got more than I could have imagined out of it. It’s one of the best-looking CRYENGINE games out there, expertly using our particle and lighting effects to create a genuinely unique top-down experience. And as an ARPG, it just rocks as a gem of the genre.

“The game got mixed reviews on Steam, probably because Wolcen Studio had trouble supporting their Cloud Gaming Network during launch. The game got so much attention that it was an overwhelming surprise for the studio, I reckon, so they simply had not accounted for the necessary bandwidth. Personally, I had no significant, bothering issues, just some rubber banding and lag, here and there. A friend of mine couldn’t zone a couple of times, but playing in a group, they could just port to our position to work around that bug.

“Wolcen: Lords of Mayhem is a gem that was developed by a small European indie team, competing with a huge AAA title in the same genre with ease. And it will only get better over time. It’s impressive on so many levels.”

Elmer –Technical Writer for CRYENGINE

“I played the beta for two weeks before Wolcen’s release, and then I started playing a few days after its release, and I’ve been having an absolute blast. And I think I’m in love with Gunslinger’s Brand! I think the atmosphere is excellent and the graphics are amazing. The first time I saw the palace and the levels with the spinning floors, I just had to stop and admire them for a little while. The skills look better and are more customizable than some other famous games in the genre. And whoever did the armor and weapon design deserves a raise!

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“The story is good, and the second half of the second chapter is just... wow. You just don’t see that coming! The boss fights are great, and you really get the feeling they’re boss fights. They’re supposed to be hard, and they are.

“Maybe playing with others online is not perfect at the moment because of the server problems, but things like that are just a matter of time before they’re fixed. The game has only been out for nearly two months, and I realize the team is small, so they have to prioritize. Even huge companies can’t fix everything at the same time. Right now, I’m focusing on enjoying the endgame (I’m level 68 at the moment), and all I want to say to the devs is: don’t get discouraged by all the people complaining about every tiny thing. The current game is keeping me hooked already, and there are two more chapters to be added and leagues to start too. I can’t wait to see what’s next!”

Have you been playing Wolcen: Lords of Mayhem? Let us know your thoughts on the forum, or via Facebook and Twitter. And if you’re working on your masterpiece, don’t forget to join our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/lets-shine-a-light-on-wolcen-lords-of-mayhem Thu, 09 Apr 2020 17:20:54 +0200 Crytek
<![CDATA[Environment Editor Tutorial Part Three]]> https://www.cryengine.com/news/view/environment-editor-tutorial-part-three

In the third installment of our comprehensive series covering the environment editor, Learning Manager Brian Dilg explains the global illumination system in CRYENGINE. The practical tutorial provides a step-by-step guide to simplifying the system’s many settings down to the essential parameters that you need to fine-tune ambient lighting for both interiors and exteriors. By the end of the tutorial you will be able to implement lighting that behaves very similar to how it does in real life. In the video, Brian recommends best practices which are proven in production, and discuss how the Crytek development team met complex lighting challenges in Hunt: Showdown.

You’ll also be recommended values that provide a balance between visible improvements and performance, and there is a discussion of the multi-tiered approach Crytek’s lighting artists use to solve common lighting issues in production.

You can access our written documentation, which covers the topics discussed in even more depth.

If you are new to this series, we recommend that you start at the beginning. In part one, Brian gives you an overview of the editor’s features, showing how to use lighting to deliver atmosphere and ambiance in your levels, whether you wish to achieve a realistic or a more stylized aesthetic.

In part two, Brian walks you through the use of volumetric fog, from its theoretical underpinnings and relationship to real-world atmosphere to fine-tuning voxelization through console variables.

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/environment-editor-tutorial-part-three Wed, 08 Apr 2020 16:07:37 +0200 Crytek
<![CDATA[Master Physics in CRYENGINE V]]> https://www.cryengine.com/news/view/master-physics-in-cryengine-v

Our YouTube channel plays host to a range of tutorials covering all aspects of game design and development. It has something for everyone, whether you’re new to game development entirely, switching from a different engine, or an experienced CryEngineer looking to brush up on different aspects of the development. Today, we’re presenting a series of tutorials on the channel all about the physics systems in CRYENGINE, hosted by our Learning Manager Brian Dilg.

To get the most out of these tutorials, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

CRYENGINE Dynamic Physics Tutorial

Hit new heights with a 25-minute tutorial, which takes you step-by-step through the process of creating a trampoline from scratch, giving you an understanding of physics concepts that can be applied across a range of different projects. Learn how to use springs, add a ball entity, test and fine-tune the trampoline’s behavior, adjust the mass of the components, and much more. The tutorial also shows you how to create, position, and control a camera, and looks at ways of exploring game mechanics by adding multiple trampolines and adding force to the ball.

CRYENGINE Physics Constraints Tutorial Series – Part 1: Basics.

Constraints are used to limit the range of movement of a physicalized entity. The first tutorial in the series introduces the basics of physics constraints, including the process of using point constraints, line constraints, and plane constraints. You will be shown how to use a range of different constraints, and understand their effects, using a shooting range target as an example. However, you can apply the step-by-step instructions in the tutorial to the object of your choice in your scenes.  Access written documentation for this topic here.

CRYENGINE Physics Constraints Tutorial Series – Part 2: Gear-like Constraints

Learn how to create gears in part two of this physics tutorial series. You’ll learn how to use CRYENGINE’s physics system to set up gear-like constraints where the movement of one object is synchronized to drive other objects around it. Brian takes you step-by-step through the process of creating gear mechanisms, from a simple two gear arrangement all the way up to a complex mechanism using slave gears as masters. You can access written documentation for this topic here.

CRYENGINE Physics Constraints Tutorial Series – Part 3: Advanced Constraints

Learn how to use advanced physics constraints, including constraining the movement of an object to a 3d mesh or a spline path, in the final part of this tutorial series. The video takes you step-by-step through advanced techniques using CRYENGINE’s physics system to create complex animations like barrel roll movements, which will give you a range of skills to apply to your own projects. Written documentation for this topic can be found here.

If you’re looking for more tutorials, don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/master-physics-in-cryengine-v Tue, 07 Apr 2020 16:00:40 +0200 Crytek