CryEngine is a powerful gaming engine written in C++, Lua and C#. This Engine was originally developed by German game developer Crytex. In 2000, the Crytex made partnership with Ubisoft that actually accelerated its growth. The first version of FarCry game was launched in 2004 and the engine was made available under a license. FarCry is still one of the best first person games in general. It is an engine that provides best capabilities of the graphics and features for next generation platform. Users need to be a little more expert to develop a game on this engine. It is designed for PC and Console i.e., PS4 and Xbox One.
- State-of-the-art lightening and soft shadow
- Screen space reflections
- 3D water quality
- Offline rendering
- Multi-core support
- Realistic physics
- High quality environmental audio
- Data driven sound system
- Motion blur and depth of field
- Friendly AI
- No additional royalties.
It was originally developed by Crytex and later on it was collaborated with Ubisoft. Ubisoft created its own version of CryEngine called Dunia Engine and possesses all intellectual property rights of Far Cry franchise. CryEnginehas also has version i.e., CryEngine1.2, CryEngine 1.3. Its games were developed for PC, Xbox, Xbox 360 and PS3.
- HDR (High-Dimension-Rang) Lighting
- MMORPG (Massively multiplayer online role-playing games) environment
- Shader Graphics
- PVP (Player Vs. Player) and PVE (Player Vs. Environment) games
Games Developed in CryEngine 1
The first game by CryEngine 2 was Crysis, and then on the same story plot the game Cry Warhead was developed. These are also first person shooter games. These games are developed for PC. This engine was also used for educational purposes.
- MMVW (Massively Multiplayer Virtual World)
- Time Of The Day Lignting
- Dynamic Soft Shadows
- Real Time Ambient Maps
- Light beams
- Long Range View Distance
- Parallax Occlusion Mapping
- 3D Ocean Technology
- Facial Animation
- Parametric Skeletal Animation System
- Procedural Motion Wrapping
- Object Motion Blur
- Depth Of Field
- Breakable Buildings and vegetation system
- Advanced Rope Physics
- What You See Is What You Play
- Component Vehicle Damage
- Next-Gen Physics System
Games Developed in CryEngine 2
CryEngine 3 was developed in 2009. It was developed for use on Windows, PS3, Xbox 360 and Wii U. The game Crysis 2 was developed using this engine. Ceytex also released a free, Non-commercial version of CryEngine 3 i.e. CRYENGINE Free SDK.
- Fully Linear Lighting Pipeline
- Real Time Cameras
- Integrated Image Based Lighting
- 3D LUT (Look Up Table) Support
- Aperture Based DOF (Depth Of Field)
- Shutter Based Motion Blur
- Virtual Stage Support
- Stereoscopic Pipeline
- Virtual Organic Motion/ Motion Analysis
- Fully Key framable Across Shots.
Games Developed in CryEngine 3
This version of CryEngine was not given any version name as it was entirely different from the previous versions. It included new platforms like Linux and the consoles, PS4 and Xbox One. Its later versions also supported Virtual Reality.
- Physically Based Shading
- Physically Accurate Skin And Eye Shader
- Realistic Deep Facial Skinning
- Complex Simulations
- Integrated Cinematic Tools
- Crymannequin Animation Pipeline
- Extensive CPU Profiling
- Automated Geometry And Texture Load Generation
- Fully Flexible Time Of Day System
- Procedural Gpgpu (General-Purpose Graphics Processing Unit) Weather
Games Developed in CryEngine (3.6-4)
This Engine was released in 2016 and provided powerful 3D features. It introduced “Pay What You Want” model that enabled buyers to pay for the desired commodity.
- QT User Interface
- VR Support
- Mono Framework
- Practical System / Procedural Clouds
- Realistic Volumetric Fog
- Fully Dynamic Lighting
- Vegetation Touch Bending
- Object Based Motion Blur
- Real Time Global Illumination
- Dynamic Area Lights
- Physical Cloth Simulation
- Full Body IK ragdoll
Games Developed in CryEngine V
Here's our list of top five game programming books you should read.
Game Engine Black Book: DOOM: v1.1
The book Game Engine Black Book: DOOM: v1.1 is just a masterpiece from Fabien Sanglard as it describes not only the details of how the code works, but also some interesting history and trivia. The description of hardware capabilities, audio/video interfaces, and design decisions behind them is quite interesting.
If you're not a programmer the book is still interesting - it explains lots of neat tricks, plenty of photos, quotes, and backstory about how the game was developed.
Game Programming Patterns
With over 85% 5-start reviews on Amazon, readers agree that Robert Nystrom's Game Programming Patterns is a must have for any software developer. It has a crystal clear look at how to be the benevolent architect of a very complicated software/game without getting lost.
The author presents the architecture of a game in an easy to understand matter not from an academic perspective but from a perspective of experience. The book contains code examples written in C++, but well organised and written so cleanly and stripped of all unnecessary parts that it feels like pseudo-code.
Beginning C++ Through Game Programming
With Beginning C++ Through Game Programming, Michael Dawson builds your knowledge from the ground up. This book not only is easy to understand and teaches well, but it is focused on the very subject to learn C++ for game programming.
When it comes to game programming, C++ is the name of the game.
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made
This is highly recommend this book for anyone who likes history, likes videos games, or just likes good stories. Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made captures the complexity of game development that anyone can pick up and enjoy.
If you have even a passing interest in gaming be sure to pick this one up.
Foundations of Game Engine Development - Volume 1 and 2
The first volume of the book discusses the mathematics needed by engineers who work on games or other types of virtual simulations. The second volume explores the vast subject of real-time rendering in modern game engines.
The book is packed with great diagrams, C++ code snippets and examples. In this book you have tried and true methods that have been incorporated into practically any game engine and source code is not specific to any API or framework.