This video is simply fantastic. I’m a beginner in C++ and it has helped me improve my understanding of programming in Cryengine. I hope the lack of new video tutorials is because the production of Crysis 4 is taking up everyone’s time. Having said that, I’m still looking forward for a root motion tutorial.
In his latest Tutorial, Nick teaches you how to create a player-controlled, moveable character! Check out the documentation for this episode here: docs.cryengine.com/x/BoAPBg
Check out the documentation for this Tutorial here: docs.cryengine.com/pages/viewpage.action?pageId=101679110 Don't forget to leave any feedback you have in this comment section!
Thank you for such great video tutorials. It's so cool to watch such tutorials as a master class, I hope in the future you will be able to make video tutorials on other topics of creating games using CryEngine. I wish the CryEngine team success in future achievements!
The next iteration of CRYENGINE will also focus on the usability for new users! Don't forget to sign up for news on the Ambassador Program if you want to help us work on the next iteration.
@@cryengine Congratulations to you here, by the way, I hope you can ignore the player's computer configuration, what we want is the destruction-level crysis4 that makes our computer explode, not the crysis4 that slays the screen with the computer and the host.
Hello Firstly, thanks for an amazing tutorial to get fast started with setting up a player character and also for exposing variables to the sandbox editor. I am new to CryEngine, so I have some small question : * firstly ,adding the input to the GameplayStarted event has no benefit as far as I have seen, the Initialize function is called first on the component. If this was different, the m_pInputComponent would be nullptr and it would crash ( you can check this by adding 2 breakpoints, tried it both on editor as startup project and on GameLauncher as startup project). I could not reproduce the bug where your input does not work but is there any better practice for setting input up? Also, what happens if you are changing the entity, for example you are getting into a car, or you are controlling some other entity, how we handle input in that case? * secondly, the GameplayStarted event seems to be called a lot of times. As far as I have seen in the engine code, registering an action deletes the old action and adds it again. Why is GameplayStarted event called multiple times during gameplay? Another small question, is there a way to set the editor default level?
That is the preferred method of handling pointer classes in c++, yes. Outside the scope of this tutorial, and something we can cover in the future, but you can forward declare them if you need to in the meantime by putting this above the class CPlayerComponent in the Player.h: namespace Cry::DefaultComponents { class CCameraComponent; class CInputComponent; class CCharacterControllerComponent; class CAdvancedAnimationComponent; } Then just move the includes into your cpp and you should be good to go.
Hi crytek my tutorial worked well before, after restarting my laptop, I'm getting this error when in Game mode with black screen, I can't see the player what might be the problem "Bad camera passed to 3DEngine from CD3D9Renderer::FX_DrawToRenderTarget: Pos=(nan, nan, -1.8), Fov=1.2, MaxViewDist=0.0. Maybe the water level is too extreme." I love these tutorials. Bring more.
As mentioned here 1:18 How does the C++ project managed if Visual Studio is not used? Is it managed by CMake? But either way does the project can only be compiled with MSVC?
CMake is the build system CRYENGINE uses. Waf is deprecated. You need the MSVC libraries in order to get it to compile. You don't -need- visual studio, but it's definitely recommended. Some of our users use Rider or other IDE's, and that's perfectly fine, you just need to download the standalone MSVC compiler toolset.
Просто а*уительное видео по cryengine чел 10 мин удалял строки кода потом дописывал их же и весь оставшийся час писал функции движения для "Actor",который итак двигался уже на 11 минуте видео при запуске кода в отладчике с GUI. Не удивительно ,что большинство разрабов выбирают UnrealEngine когда "такое" выкладывают на официальном канале crytech
К сожалению да,уровень разработчиков в CryTech оставляет желать лучшего.да собственно сейчас CryEngine скорее не движок а конструктор для создания движка🤭
там еще чел выше пишет, что ему доставляет удовольствие смотреть на то, как пишется код в крае и типо там всё интуитивно понятно, ахах. В анриле этот же код будет намного короче и понятней выглядеть...
This video is simply fantastic. I’m a beginner in C++ and it has helped me improve my understanding of programming in Cryengine. I hope the lack of new video tutorials is because the production of Crysis 4 is taking up everyone’s time. Having said that, I’m still looking forward for a root motion tutorial.
For me as a Programmer C++ coding in CryEngine is such a pleasure:) and its so easy and intuitive... keep great work...
Great to hear!
@@cryengine :))
when crytek said "it's crying time" and cried all over the place i felt that, truly one of the most engines of all times
In his latest Tutorial, Nick teaches you how to create a player-controlled, moveable character!
Check out the documentation for this episode here: docs.cryengine.com/x/BoAPBg
I loved this video, we need more videos like this, great job.
I hope cry engine makes a comeback. This is truly the gold standard
Check out the documentation for this Tutorial here: docs.cryengine.com/pages/viewpage.action?pageId=101679110
Don't forget to leave any feedback you have in this comment section!
Yes FINALLY
I was longing for more gameplay development tutorials instead of art based tutorials
Cryengine was first engine I ever tried.
It would be awesome if there was more content like this, I would love to learn more about Cryengine!
Don't worry, Nick is already working on more CRYENGINE tutorials!
@@cryengine that's great news!
Thank you for such great video tutorials. It's so cool to watch such tutorials as a master class, I hope in the future you will be able to make video tutorials on other topics of creating games using CryEngine. I wish the CryEngine team success in future achievements!
i spent so long trying to find a tutorial for this
You guys finally realized your mistake and now posted easy to follow tutorials, but I still hope you guys can make it easier to use the engine
The next iteration of CRYENGINE will also focus on the usability for new users!
Don't forget to sign up for news on the Ambassador Program if you want to help us work on the next iteration.
@@cryengine Congratulations to you here, by the way, I hope you can ignore the player's computer configuration, what we want is the destruction-level crysis4 that makes our computer explode, not the crysis4 that slays the screen with the computer and the host.
I love it keep doing tutorials like this.🔥👍👏
Great tutorial. We need more now =)
Hello
Firstly, thanks for an amazing tutorial to get fast started with setting up a player character and also for exposing variables to the sandbox editor.
I am new to CryEngine, so I have some small question :
* firstly ,adding the input to the GameplayStarted event has no benefit as far as I have seen, the Initialize function is called first on the component. If this was different, the m_pInputComponent would be nullptr and it would crash ( you can check this by adding 2 breakpoints, tried it both on editor as startup project and on GameLauncher as startup project). I could not reproduce the bug where your input does not work but is there any better practice for setting input up? Also, what happens if you are changing the entity, for example you are getting into a car, or you are controlling some other entity, how we handle input in that case?
* secondly, the GameplayStarted event seems to be called a lot of times. As far as I have seen in the engine code, registering an action deletes the old action and adds it again. Why is GameplayStarted event called multiple times during gameplay?
Another small question, is there a way to set the editor default level?
if i want to make a multiplayer game can i just keep all the network relevant code at the beginning?
Me: "Oh... Great, tutorials from DEVs(?)"
Teacher: "Just delete all of this"
Is forward declaration a better way to go for these components? Especially for a larger project
That is the preferred method of handling pointer classes in c++, yes. Outside the scope of this tutorial, and something we can cover in the future, but you can forward declare them if you need to in the meantime by putting this above the class CPlayerComponent in the Player.h:
namespace Cry::DefaultComponents
{
class CCameraComponent;
class CInputComponent;
class CCharacterControllerComponent;
class CAdvancedAnimationComponent;
}
Then just move the includes into your cpp and you should be good to go.
any tutorials on EKI, i can't find any resources on the topic ?
hello cryengine, I was wondering if you could add this to your marketplace as a free asset. thank you.
There's a possibility we will upload it in the future, though we cannot make any promises :)
@@cryengine thank you for quick response.
at 1:30:02 , Why do we get 0 values as defaults for max and min, we set them 1.5f and -0.85f?
Is there an easy way to turn off the blinking of the selected entity? Headache from blinking :(
do yall have like a website or a written documentation for yall api because im getting so annoyed rn 😑 like i cant find one
This is the video you should've done long long time ago
Hi crytek my tutorial worked well before, after restarting my laptop, I'm getting this error when in Game mode with black screen, I can't see the player what might be the problem "Bad camera passed to 3DEngine from CD3D9Renderer::FX_DrawToRenderTarget: Pos=(nan, nan, -1.8), Fov=1.2, MaxViewDist=0.0. Maybe the water level is too extreme."
I love these tutorials. Bring more.
Just delete the entity and create it again.
is cry engine a good option for 2d games?
you could teach the same only with C#
best game engine !
As mentioned here 1:18 How does the C++ project managed if Visual Studio is not used? Is it managed by CMake? But either way does the project can only be compiled with MSVC?
CMake is the build system CRYENGINE uses. Waf is deprecated.
You need the MSVC libraries in order to get it to compile. You don't -need- visual studio, but it's definitely recommended.
Some of our users use Rider or other IDE's, and that's perfectly fine, you just need to download the standalone MSVC compiler toolset.
@@Battledrake I see thank you!
I hope you have Lua and C# tutorial also.
The quality isn't clear
Great
i lost it at the manlet fantasy moment.
We need cry engine mobile tutorial. Imagine crysis on mobile will be awsome, wish our low/mid range device can run crysis : )
his jokes makes this barrable . thank you for the tutorial sir
Glad you like them!
💻⚙️ Crysis 4 ?
They are making it
😎 cool
when c# get more loves??
They do not care about people who use c# and lua. They want people to learn their engine the hardest as possible.
Просто а*уительное видео по cryengine чел 10 мин удалял строки кода потом дописывал их же и весь оставшийся час писал функции движения для "Actor",который итак двигался уже на 11 минуте видео при запуске кода в отладчике с GUI. Не удивительно ,что большинство разрабов выбирают UnrealEngine когда "такое" выкладывают на официальном канале crytech
К сожалению да,уровень разработчиков в CryTech оставляет желать лучшего.да собственно сейчас CryEngine скорее не движок а конструктор для создания движка🤭
там еще чел выше пишет, что ему доставляет удовольствие смотреть на то, как пишется код в крае и типо там всё интуитивно понятно, ахах. В анриле этот же код будет намного короче и понятней выглядеть...