Intro to C++ Game Programming with CRYENGINE
Tutorial info  
Difficulty Beginner
Updated July 14, 2022
Software
visual studio
CRYENGINE 5.x

Our latest Master Class provides an introduction to CRYENGINE for C++ programmers and game designers.

      Start            Topic

  • 0:00:00        Introduction
  • 0:00:22        About the speaker
  • 0:00:32        Agenda
  • 0:01:39        The game Plug-In
  • 0:02:02        Implementing a game plug-in: initialization
  • 0:03:44        Game plug-in: system events
  • 0:04:45        Game plug-in: updates
  • 0:05:49        Entities: what is an entity?
  • 0:07:21        Entity links – logical
  • 0:08:53        Entity linking - physical (parent-child)
  • 0:09:34        IEntity class
  • 0:10:23        Entity GUID
  • 0:11:34        Entities: creating entities
  • 0:12:34        Entities: members, functions, slots/components
  • 0:12:54        Entities: global and local transforms
  • 0:13:26        Entities: flags
  • 0:14:14        Entity component system
  • 0:17:28        Writing a custom component
  • 0:19:43        How to use the entity system: query entities
  • 0:20:14        Creating entities through code
  • 0:20:39        Finding entities without knowing their GUID
  • 0:20:49        Removing entities through code
  • 0:21:05        Working with entities by layer
  • 0:21:43        Handling input through Action Maps
  • 0:23:34        The input component in player.h
  • 0:24:54        Adding a new mapping to the defaultprofile.xml
  • 0:25:25        Physics: physicalizing entities
  • 0:25:40        Physics: the resting property
  • 0:26:41        Physics: rigid vs. static types
  • 0:27:10        Physics: buoyancy
  • 0:27:28        Physics: simulation parameters
  • 0:28:25        Physics: collider components
  • 0:29:25        Physics: render vs collider meshes
  • 0:31:10        Physics: constraint components
  • 0:31:33        Physics: point constraint component
  • 0:31:51        Physics: line constraints component
  • 0:33:49        Physics: plane constraint component
  • 0:38:36        Physics: setting parameters with pe_action
  • 0:39:16        Physics: querying status of entities
  • 0:40:27        Physics: controlling entities en masse through pPhysicalWorld
  • 0:41:13        Physics: raycasting using RayTraceEntity
  • 0:42:06        Areas
  • 0:45:07        Overview of using areas through custom Flow Graph nodes
  • 0:46:25        Console variables
  • 0:48:27        Creating and using custom cVars
  • 0:49:57        Debugging and drawing
  • 0:52:01        Logging with CryLog
  • 0:52:54        Finding the saved editor.log file
  • 0:53:27        Debugging and drawing helpers
  • 0:54:13        Debug drawing: the pAuxGeomRenderer
  • 0:54:44        Practical lessons
  • 0:54:54        Creating a solution
  • 0:55:18        Creating a new project from Launcher
  • 0:55:54        Finding a project home folder from the Sandbox
  • 0:56:20        Generating a solution for a new project
  • 0:57:15        Setting the startup project in Visual Studio
  • 0:57:39        Compiling the project for the first time
  • 0:58:13        Confirming a successful build
  • 0:58:36        Launching the project in Sandbox from Visual Studio
  • 0:58:50        Running multiple instances of the editor
  • 0:59:04        First test of a project in Sandbox
  • 1:00:03        Moving the camera to an entity even when you can't see it
  • 1:00:23        Visual Studio navigation basics
  • 1:01:15        Adding code to the gamePlugin.cpp file
  • 1:01:29        Coding a custom cVar (Console Variable) to GamePlugin.cpp
  • 1:03:51        Including needed header (.h) files
  • 1:04:30        Making use of a custom cVar
  • 1:05:13        Compiling the modified code and launching the editor
  • 1:06:04        Assigning logic to a custom cVar in player.cpp
  • 1:07:15        Retrieiving the current value of a custom cVar
  • 1:10:03        Coding a custom entity component
  • 1:18:43        Adding logic to your custom entity component
  • 1:22:26        Summary
  • 1:22:55        Going further and community help

Software Engineer Alexander Klinger delivers our latest CRYENGINE Master Class, providing an introduction to CRYENGINE 5.6 aimed at C++ game programmers and game designers who would like to develop their understanding of game programming in our engine.

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