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CryEngine 3

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CryEngine 3

Mensagem por iceburn91 em Seg Set 06, 2010 12:14 pm





CryENGINE® 3: The Maximum Game Development Solution

CryENGINE® 3 is the first Xbox 360™, PlayStation® 3, MMO, DX9 and DX10 all-in-one game development solution that is next-gen ready – with scalable computation and graphics technologies. With CryENGINE® 3 you can start the development of your next generation games today. CryENGINE® 3 is the only solution that provides multi-award winning graphics, physics and AI out of the box. The complete game engine suite includes the famous CryENGINE® 3 Sandbox™ editor, a production-proven, 3rd generation tool suite designed and built by AAA developers. CryENGINE® 3 delivers everything you need to create your AAA games.

CryENGINE® 3 Maximum Support – Delivered to Your Door

Crytek will set the benchmark for engine support, delivering the best experience to developers to match the players’ experience of a CryENGINE® 3 game!

Real Developers, Real Support
CryENGINE® 3 support is delivered by a combination of our development, R&D teams and our specialist support team. Our support team is staffed by experienced Crytek game developers, lending their expertise of developing with CryENGINE® 3 Sandbox™ and CryENGINE® to our licensees. Crytek's support team also develops technology and assets for licensees and Crytek’s game teams, to ensure direct experience of developing content for the latest features in CryENGINE® 3.

Extensive Training
Initially, licensees are offered the Crytek “Start Up” training week – delivered at the developers’ own studio. This training is carried out by a specialist team of all-rounders from Crytek, to accelerate the initial use of the engine and ensure that the development project starts on the right track and allows for rapid prototyping. A further week of training is offered to licensees at Crytek’s HQ in Frankfurt, Germany. Licensees can spend a week at Crytek and literally be trained and work with the individual engineers who built CryENGINE® 3, enabling teams to utilize the full power of the engine at the lowest level.

Local Support
Through 2009 Crytek will establish local support facilities in all the major territories world-wide – US, China, Japan, UK and Korea, in addition to our HQ support centre in Frankfurt, Germany. This will ensure local time-zone and local language support for all our licensees – wherever they are in the world.

Innovative Support Portal
The Crytek Knowledge Network is available to licensees via www.mycryengine.com and delivers rapid response to all developers’ inquiries on using CryENGINE® 3 technology.

Extensive Documentation & Tutorials
Crytek are constantly improving the documentation and information to assist developers in making new product on CryENGINE® 3. Now basing our documentation style and structure on proven academic and scientific delivery methods, Crytek will set the benchmark for middleware documentation and training materials.



CryENGINE® 3 Sandbox™: The Ultimate Game Creation Toolset

CryENGINE® 3 Sandbox™ gives developers full control over their multi-platform creations in real-time. It features many improved efficiency tools to enable the fastest development of game environments and game-play available on PC, PlayStation® 3 and Xbox 360™. All features of CryENGINE® 3 games (without exception) can be produced and played immediately with Crytek’s “What You See Is What You Play” (WYSIWYP) system! CryENGINE® 3 Sandbox™ was introduced in 2001 as the world’s first editor featuring WYSIWYP technology. Since then Crytek have continued to improve and enhance the CryENGINE® 3 Sandbox™ tools and now the 3rd generation, fully integrated CryENGINE® 3 Sandbox™ editor brings WYSIWYP functionality to a whole new level. WYSIWYP is now possible on PlayStation® 3 and Xbox 360™ enhanced production tools and development efficiencies will give your team more time to create AAA multi-platform game content.

Simultaneous WYSIWYP on all Platforms

CryENGINE® 3 Sandbox™ now enables real-time editing of multi-platform game environments simultaneously making changes across platforms from CryENGINE® 3 Sandbox™ running on PC, without loading or baking delays. The ability to edit anything within the integrated CryENGINE® 3 Sandbox™ and simultaneously play on multiple platforms vastly reduces the time to build compelling content for cross-platform products.

Live Create for all Platforms

Changes can be made to original art asset sources (using standard art tools) for CryENGINE® 3 Sandbox™ on PC, then CryENGINE® 3 immediately and automatically converts, compresses and optimizes the content, then updates the output to all supported platforms. Developers can instantly see the effect of lighting, material and modeling changes within moments on any supported platform. Cross-platform development has never been so easy!



CryENGINE® 3: Next Generation Real-Time Graphics

The CryENGINE® 3 renderer provides seamless support for both indoor and outdoor environments on current platforms and our multi-core and future-proof graphics technology ensure that CryENGINE® 3 is next-gen ready. CryENGINE® technology is world famous for its award winning rendering and CryENGINE® 3 is no exception. CryENGINE® 3 is the fastest, high-end renderer in the world, with new features specifically designed for console platforms. Benchmark-setting graphical performance, near-photorealism in indoor and wide-open outdoor environments and extra-ordinary real-time special effects are some of the hallmarks of CryENGINE® technology. With CryENGINE® 3, scalability across multiple platforms is a further evolution to enable great looking games – regardless of the target platform.



Flow Graph

The CryENGINE® 3 simple visual editing system gives designers an intuitive interface to create and control events, triggers and other game logic. This allows designers to build complex levels without needing to write a single script.

Integrated Vegetation & Terrain Cover Generation System

CryENGINE® 3 vegetation behaves according to natural rules about the desirable and allowable ground slope, surface altitude and allowable plant density, at run-time. Vegetation placement tools automatically create realistic, natural environments in a fraction of the time of traditional hand-placed systems, but still grant the freedom to position individual elements to achieve the perfect look.

Real Time Soft Particle System & Integrated FX Editor

CryENGINE® 3 simplifies the creation of extremely complex explosion, fire, smoke and other special effects using next generation soft particles, which in turn can be affected by: collisions with any other objects, forces such as wind or gravity and can interact with lights and shadows.

Dedicated Road & River Tools

All worlds have paths, roads and rivers, so CryENGINE® 3 features a dedicated toolset to enable instantaneous smoothing and leveling of terrain and application of materials, based on the placement of roads and river networks.

Multi-Core Support

To get the most out of modern multi-core processor architectures, CPU intensive subsystems of CryENGINE® 3 such as graphics, physics, AI, networking and sound have been optimized to support multiple processors.

Real-time Dynamic Global Illumination

CryENGINE® 3 features a novel real-time dynamic global illumination solution, fully optimized for current and next generation platforms. For the first time – without pre-computation or geometric limits – you can experience light-bounces, color bleeding and specular effects in a real-time game engine – unified for all static and dynamic objects.

Deferred Lighting

The CryENGINE® 3 unique deferred lighting solution allows the rendering of a vast amount of light sources with per pixel shading efficiently and simplifies engine performance tuning across multiple platforms.

Natural Lighting & Dynamic Soft Shadows

CryENGINE® 3 features near-reality natural lighting at low-cost on multiple platforms and creates soft shadows that dynamically respond to natural movements in real time. High-resolution, perspective correct and volumetric smooth-shadow implementations are also included in CryENGINE® 3.



Volumetric, Layer & View Distance Fogging

Clouds, smoke, visible gases and fog banks are all rendered realistically, allowing physical phenomena, such as ground-hugging realistic reduction in visibility and contrast, and interaction with dynamic lights and shadows.

Normal Maps & Parallax Occlusion Maps

CryENGINE® 3 includes parallax occlusion mapping, for all supported platforms, to give a sense of depth to a surface texture applied to a polygon, to achieve realistic levels of detail without needing hi-poly models, for example the relief surface structure of a brick wall or a cobblestone street.

Screen Space Ambient Occlusion

First pioneered by Crytek in 2005 and now used in most high quality graphics engines, SSAO provides a real time simulation of ambient light occlusion, to provide the real darkening of edges and corners as in the natural world. This high performance solution creates a low overhead on all platforms, with a very high quality result. CryENGINE® 3 provides improved visual functionality alongside the fastest implementation of SSAO available on Xbox 360™, PlayStation® 3 and PC.

Uber Shader Technology

CryENGINE® 3 Shaders are written once in a high level language, then compiled automatically to each platform. The Shader output is optimized based on the artists’ settings and the 3D environment in which the Shader is used. This creates high performance unique effects, such as: “cloaking”, wet, muddy, and frozen surfaces, which can be layered together and combined with other Shaders, such as: metal, glass and other visual effects. CryENGINE® 3 supports real time per-pixel lighting, bumpy reflections, refractions, volumetric glow effects and animated textures to simulate windows, bullet holes, shiny surfaces and many other effects. CryENGINE® 3 also takes advantage of the unified Shader architecture of current and next-gen hardware. The combination of deferred lighting and this technology allows CryENGINE® 3 to avoid the traditional shortcomings of Uber Shaders alone.

Eye Adaptation & High Dynamic Range (HDR) Lighting

Eye Adaptation is used to simulate the human eye’s adaptation to sudden or extreme changes in lighting conditions, like dark indoor environments suddenly transitioning to bright sunny outdoor environments, while HDR allows scenes with extreme brightness and contrast ranges to be more realistically rendered.

Pristine Motion Blur & Depth of Field

Motion Blur can be applied to individual objects (object based motion blur) and to an entire scene (screen based motion blur) Depth of Field effects can be defined easily with the multi-platform WYSIWYP editor. CryENGINE® 3 now implements the highest quality for these effects at a low performance cost, across all supported platforms.



CryENGINE® 3 Realistic Characters

Characters and faces are becoming features of almost all modern AAA title and Crytek are in the vanguard of the quest to achieve realistic characters in real-time graphics, as demonstrated in Crysis®. CryENGINE® 3 brings the most technically advanced, integrated and scalable animation and graphics technology together to deliver astonishingly real characters to cross-platform games, at no extra licensing cost.

Character Animation System

Our new character animation system considerably advances the state of the art in real-time character animation. A dedicated character editor allows animations to be previewed inside of CryENGINE® 3 Sandbox™, for all supported platforms, while our extremely powerful animation tools allow animators to visually define the states and transitions of a character to ensure realism is achieved in concert with aesthetic quality.



Character Individualization System

CryENGINE® 3 uses an innovative attachment system for skinned, animated, or physicalized elements to be attached to the skeleton or mesh of a character. With this system it is even possible to replace entire body parts such as heads, hands, or upper and lower body – in real-time. A multiplatform, hardware-based, shape deformation system also allows flexible variation of the character meshes, supporting manual and procedurally generation to ensure a small memory footprint. An additional variation system, based on Shaders can be used for dirt, decals for clothes, and camouflage Shaders for the skin.

Parametric Skeletal Animation

By blending example-motions based on user-defined parameters, CryENGINE® 3 delivers responsive interactive control over a character with a focus on believability. Characters in CryENGINE® 3 can follow paths where the direction and speed changes smoothly or suddenly, move uphill or downhill and react to changing scenarios on-the-fly – dynamically blending animations to create a believable and realistic, yet dynamic and game-controlled representation of movement.

Procedural Motion Warping & High-End IK Solutions

Procedural algorithms like CCD-IK, analytic IK and examplebased IK or physical simulations are used to augment pre-authored animations to avoid the typical computer generated look that is often exhibited when combining artificial and captured animations. The CryENGINE® 3 scalable and cross-platform warping technique preserves the style and the content of the base motion, despite the transformations complying with the ever-changing constraints.



Unique Dedicated Facial Animation Editor

The powerful Facial Animation editing tool within CryENGINE® 3 Sandbox™ uses audio waveform analysis technology to extract phonemes (and other key features of speech) to animate facial features and provide convincing lip-sync. The sophisticated yet convenient user interface allows expressions to be defined and combined, then animated quickly and intuitively to multiple models across multiple platforms. The CryENGINE® 3 video tracking tool captures movements from an actor’s face and these movements are transferred directly to the facial model in the editor, where the expressions can be combined with the lip sync and/or further edited by an animator.

Subsurface Scattering

Simulates the diffusion and diffraction of light transmitted through translucent objects, such as ice and jade. The unified CryENGINE® 3 solution can be used on in-game assets such as trees and plants or to create realistic human skin.

Advanced Modular AI System
Designer-Friendly AI Editing System
Dynamic Path Finding
Automated Navigation Mesh Generation
CryENGINE® 3 Realistic Infinite Worlds
Natural World Effects
CGI Quality Time of Day System
High Quality 3D Water
Dynamic Volumetric Light Beams & Light Shaft Effects
Streaming
Integrated Multi-threaded High Performance Physics Engine
Interactive & Destructible Environments
Advanced Rope Physics


CryENGINE® 3 Achieve Your Vision At Maximum Speed

Performance Analysis Tools
CryENGINE® 3 Sandbox™ Development Layers
Polybump™
Offline Rendering
Resource Compile
r

Sound and music

Data-driven Sound System
In Game Mixing & Profiling
Dynamic Sounds & Interactive Music
Environmental Audio
Key frame Accurate Sounds in Animations
Sound Moods
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Re: CryEngine 3

Mensagem por IuriMonteiro em Dom Abr 17, 2011 2:50 pm

http://features.cgsociety.org/story_custom.php?story_id=6190
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Re: CryEngine 3

Mensagem por Defeito em Sab Ago 27, 2011 5:09 pm

Iuri o CryEngine3 tá free ja o tinha antes de tar free

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Re: CryEngine 3

Mensagem por IuriMonteiro em Sab Ago 27, 2011 5:40 pm

yh vi umas noticias a uns dias saiu o SDK
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Re: CryEngine 3

Mensagem por Defeito em Seg Set 12, 2011 4:10 pm

iuri tava a pensar fazer um jogo no cryengine ou noutro motor de jogo o que eh que me dizes?

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Re: CryEngine 3

Mensagem por IuriMonteiro em Seg Set 12, 2011 6:44 pm

O que te aconselho é mesmo fazeres algo em Unity porque é mais acessível e requer menos tempo de produção.
Uma coisa em Cryengine requer mais membros,

Tens pessoal para trabalhar contigo?
Eles podem trabalhar a tempo inteiro?
A equipa esta calibrada?
Tem breves conhecimentos de CE?

Cry engine e Unreal requerem equipas largas e com um período mínimo de produção de 6 meses.

Na minha modesta opinião aconselho mesmo a pegares no unity 3D, é uma das ferramentas que está a ser mais utilizada para o ensino e iniciados.
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Re: CryEngine 3

Mensagem por Defeito em Ter Set 13, 2011 6:58 pm

Sim podemos e tenho muitos amigos precisamos eh de saber onde fazemos os bonecos e assim

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Re: CryEngine 3

Mensagem por IuriMonteiro em Ter Set 13, 2011 7:15 pm

Referes-te a personagens e assim? isso tens de criar em 3d max ou noutro programa 3D, não te esqueças que depois vais precisar de alguém para animar.
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Re: CryEngine 3

Mensagem por Defeito em Ter Set 13, 2011 7:30 pm

tens tutorials de como fazer as personagens?

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Re: CryEngine 3

Mensagem por IuriMonteiro em Ter Set 13, 2011 10:01 pm

http://www.3dbuzz.com/vbforum/sv_home.php
http://eat3d.com/
http://www.3dtotal.com/
http://wiki.polycount.com/
http://www.itsartmag.com/
http://www.gameartisans.org/forums/index.php
http://www.cgsociety.org/
http://www.itchstudios.com/psg/art_tut.htm
http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.php

São alguns sites aonde podes dar um estudozito
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Re: CryEngine 3

Mensagem por Defeito em Qua Set 14, 2011 5:23 pm

iuri se conseguires arranajar uma pessoa que faça os bonecos e as animaçoes era bom

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Re: CryEngine 3

Mensagem por IuriMonteiro em Qua Set 14, 2011 5:25 pm

Tal como te disse e dificil. Se tivesses unity ias ao forum deles e arranjavas facilmente artistas 3d 2d programadores etc.

Eu não sei de ninguém.
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Re: CryEngine 3

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