<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>CRYENGINE on Ivan Hawkes</title><link>https://ivanhawkes.github.io/categories/cryengine/</link><description>Recent content in CRYENGINE on Ivan Hawkes</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Wed, 14 Sep 2016 00:00:00 +0000</lastBuildDate><atom:link href="https://ivanhawkes.github.io/categories/cryengine/index.xml" rel="self" type="application/rss+xml"/><item><title>First Person and Action RPG Cameras</title><link>https://ivanhawkes.github.io/post/first-person-and-action-rpg-cameras/</link><pubDate>Wed, 14 Sep 2016 00:00:00 +0000</pubDate><guid>https://ivanhawkes.github.io/post/first-person-and-action-rpg-cameras/</guid><description>&lt;p&gt;In this article I will introduce you to view management within CRYENGINE and
then use the existing view management to build a camera manager, a first person
camera and a third person orbit camera (action RPG style).&lt;/p&gt;</description></item><item><title>CRYENGINE Flowgraphs - Blacklists and Substitutions</title><link>https://ivanhawkes.github.io/post/a-short-introduction-to-using-blacklists-and-substitutions-on-cryengine-flowgraph-nodes/</link><pubDate>Fri, 20 Mar 2015 00:00:00 +0000</pubDate><guid>https://ivanhawkes.github.io/post/a-short-introduction-to-using-blacklists-and-substitutions-on-cryengine-flowgraph-nodes/</guid><description>&lt;p&gt;On a large project, such as a game built using CRYENGINE, structure, clarity and
consistency can provide decent gains in productivity by reducing the time it
takes to comprehend and perform simple tasks. Blacklists and substitutions for
Flowgraph Nodes are one way to improve these parts of your project.&lt;/p&gt;</description></item><item><title>CryEngine 3 System Event Dispatcher</title><link>https://ivanhawkes.github.io/post/cryengine-3-system-event-dispatcher/</link><pubDate>Sat, 15 Mar 2014 00:00:00 +0000</pubDate><guid>https://ivanhawkes.github.io/post/cryengine-3-system-event-dispatcher/</guid><description>&lt;p&gt;Earlier this week I wrote about CryEngine listener classes in a brief overview.
I intimated that they are an excellent way to write code against the CryEngine
SDK and today I want to go into more depth.&lt;/p&gt;</description></item><item><title>Introducing CryEngine 3 Event Listeners</title><link>https://ivanhawkes.github.io/post/introducing-cryengine-3-event-listeners/</link><pubDate>Fri, 07 Mar 2014 00:00:00 +0000</pubDate><guid>https://ivanhawkes.github.io/post/introducing-cryengine-3-event-listeners/</guid><description>&lt;p&gt;In this article I will introduce you to event handling within CryEngine 3 and
give a brief overview of the many listeners you can utilise within your project.&lt;/p&gt;</description></item><item><title>Joining StoneRage</title><link>https://ivanhawkes.github.io/post/joining-stonerage/</link><pubDate>Mon, 02 Sep 2013 00:00:00 +0000</pubDate><guid>https://ivanhawkes.github.io/post/joining-stonerage/</guid><description>&lt;p&gt;A few weeks ago I decided to place my own projects on hold and join a team
working on a game - specifically the
&lt;atitle="StoneRage" href="http://mountainwheel.com/games/stonerage/" rel="external"&gt;StoneRage&lt;/a
&gt; game. The
developers seemed organised and were well advanced in terms of graphic and
environmental production.&lt;/p&gt;</description></item><item><title>How to Make .PAK Files With Your Assets</title><link>https://ivanhawkes.github.io/post/how-to-make-pak-files-with-your-assets/</link><pubDate>Thu, 25 Jul 2013 00:00:00 +0000</pubDate><guid>https://ivanhawkes.github.io/post/how-to-make-pak-files-with-your-assets/</guid><description>&lt;p&gt;Something that doesn&amp;rsquo;t seem to receive much coverage is what to do with all your
awesome assets once you&amp;rsquo;ve made your game. You&amp;rsquo;re going to need to ship them to
end users, and the best way is within a .PAK file.&lt;/p&gt;</description></item><item><title>CryEngine 3 - Flowgraph Events</title><link>https://ivanhawkes.github.io/post/cryengine-3-flowgraph-events/</link><pubDate>Thu, 27 Jun 2013 00:00:00 +0000</pubDate><guid>https://ivanhawkes.github.io/post/cryengine-3-flowgraph-events/</guid><description>&lt;p&gt;As you begin to learn how to program for CryEngine 3 you will run into a lot of
barriers. The code is dense, filled with magic numbers, brimming with
pre-processor code, macros, and templates and all sorts of traps.&lt;/p&gt;</description></item><item><title>Sunset Oasis</title><link>https://ivanhawkes.github.io/post/sunset-oasis/</link><pubDate>Mon, 26 Nov 2012 00:00:00 +0000</pubDate><guid>https://ivanhawkes.github.io/post/sunset-oasis/</guid><description>&lt;p&gt;My first effort towards building a CTF style game went a little awry. I tried
tinkering with the gameplay parameters and added in extra elements and came up
with a hybrid that might be interesting when I get back to it. My big mistake
though was to create a landmass about 8 times bigger than was really needed.
Even using much of it for ocean, I was still left with these way too large
spaces for the tight gameplay I wanted.&lt;/p&gt;</description></item><item><title>CryEngine3 and UDK3</title><link>https://ivanhawkes.github.io/post/cryengine3-and-udk3/</link><pubDate>Sun, 11 Nov 2012 00:00:00 +0000</pubDate><guid>https://ivanhawkes.github.io/post/cryengine3-and-udk3/</guid><description>&lt;p&gt;I&amp;rsquo;ve been playing games for over 30 years now and I&amp;rsquo;ve seen them progress from
simple text based games through all the iterations to give us the amazing
looking games we have today. I have at times written my own games; most were
very simple - due to the nature of the machines at the time.&lt;/p&gt;</description></item></channel></rss>