The CryENGINE™ comes complete with all of its internal tools and also includes the CryENGINE Sandbox world editing system. Licensees receive full source code and documentation for the engine and tools. Support is provided directly from the R & D Team that continuously develops the engine and can arrange teaching workshops for your team to increase the learning process.

The engine supports all video and hardware currently on the market. New hardware support is constantly added as it becomes available.

  • CryENGINE Sandbox is a real-time game editor offering "What you see is what you PLAY" feedback.
  • Renderer integrates indoor and outdoor technology seamlessly. Offers rendering support for OpenGL & DirectX 8/9, XBox using latest HW features, PS2 and GameCube.
  • Physics System supports character inverse kinematics, vehicles, rigid bodies, liquid, rag doll, cloth and soft body effects. The system is integrated with the game and tools.
  • Character Inverse Kinematics & Animation Blending allows a character model to have multiple animations while looking believable.
  • AI System enables team based AI and AI behaviors defined by scripts. Ability to create custom enemies and behaviors without touching the C++ code.
  • Interactive Dynamic Music System tracks and responds to the player's actions and situations and offers CD Quality playback in full 5.1 surround sound.
  • Environmental Audio & SFS Engine ability to accurately reproduce sounds from nature with seamless blending between environments and interior/exterior locations in 5.1 audio. Includes EAX 2.0 audio support.
  • Network Client and Server System manages all network connections for the multiplayer mode. It is a low-latency network system based on client/server architecture.
  • Shaders a script system used to combine textures in different ways to produce visual effects. Supports real time per-pixel lighting, bumpy reflections, refractions, volumetric glow effects, animated textures, transparent computer displays, windows, bullet holes, and shinny surfaces.
  • Terrain uses an advanced heightmap system and polygon reduction to create massive, realistic environments. The view distance can be up to 2km when converted from game units.
  • Lighting and Shadows a combination of precalculated, real time shadows, stencil shadows and lightmaps to produce a dynamic environment. Includes high-resolution, correct perspective, and volumetric smooth-shadow implementations for dramatic and realistic indoor shadowing. Supports advanced particles technology and any kind of volumetric lighting effects on particles.
  • Fog includes volumetric, layer and view distance fogging to enhance atmosphere and tension.
  • Tools Integration objects and buildings created using 3ds max™ or Maya® are integrated within the game and editor.
  • Polybump™ standalone or fully integrated with other tools including 3ds max™.
  • Scripting system based on the popular LUA language. This easy to use system allows the setup and tweaking of weapons/game parameters, playing of sounds and loading of graphics without touching the C++ code.
  • Modularity entirely written in modular C++, with comments, documentation and subdivisions into multiple DLLs.
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Blog RSS Feed Report abuse Latest News: Development Update for Miscreated (04/26/2013)

About Miscreated with 7 comments by tevans on Apr 27th, 2013

The weeks sure go by fast!

This past week we've made some great progress in the the areas of the game we've been working on.

Our level designer has made some significant changes to the map area we are focusing on for the alpha version. The plan at this point is to include a small residential along with a neighboring commercial area that consists mainly of some shopping centers and a strip mall. He's also included a swampy area that is looking pretty neat and I'm pretty excited about. I'm including a small image of the residential area, but be warned this is a very early alpha version and everything you see will be changed or improved with it. Essentially what we're doing for the alpha is trying to incorporate small areas that show what we're capable of doing and that will be representative of what the final game will look like. That is also how we determined the list of weapons for the alpha - just a good variety of several weapon types.

Our texture artist has been very busy and has added a lot of textures that we've started using on the map. Most of them are geared towards the residential area to date, but as more of residential area gets finished we'll work on textures for the other areas of the map.

I also added some more prone animations to the game from our animator and was testing them this week. We don't have the resources to use a mocap studio, so we're doing the best we can with handmade animations, but I think they are looking really good so far. I was testing some of the prone animations in the swamp area earlier today (just my head was above the water) and I felt like an alligator waiting for its prey to come by. I will definitely include some video in a future update with some of the animations, but I keep waiting until we get more of them finished.

Latest Images for Miscreated

As for the crafting/construction system, it's coming together beautifully and it's another area of the game we're very excited for. In fact, in the screenshot of the residential area, the walls across the road were all placed using the construction system. We still have a lot of work to do do get the construction system to the point we want it at, but it's being improved almost daily at this point. Here's roughly how it works though: You take some materials from your inventory and drag them into the crafting window and then craft them into a construction object - the walls in the screenshot in this case. You then select the crafted object in your inventory and it will appear in the world in front of you (only the person placing the item can see it at this point). As you move around it constantly stays a fixed distance in front of you. You can also rotate the object by holding the left-alt key and moving the mouse to the sides. Once the object is where you want it at, just press the left mouse button and the object appears in the game. It's pretty simple and fast to use overall. This is also the way you pitch a tent.

Our flash developer has been busy working on the main menus for the game and we're hoping to start integrating them into the new backend server/database in the next few days. Once that is done then it can be used to enter in serial numbers and create accounts on our servers that the game server will recognize.

Here is the screenshot of the residential test area (very early version and a serious WIP, but we wanted to show a little sneak peek this week):

Latest Images for Miscreated

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Far Cry

Far Cry Far Cry

Updated 6 months ago Released Mar 22, 2004 Single & Multiplayer First Person Shooter

Jack Carver is cursing the day he ever came to this island. A week ago Valerie, a brash newspaper reporter, offered him an incredible sum of cash to sail...

Post comment Comments  (0 - 10 of 15)
ice_trey
ice_trey Jun 19 2011, 7:29pm says:

"good tuts"? yes, years of forsaking LIFE and learning lua scripting should do it for this engine

+4 votes     reply to comment
asvigny
asvigny Oct 9 2010, 8:40pm says:

Anyone know any good tutorials for this engine?

+2 votes     reply to comment
Alucard990
Alucard990 Apr 18 2010, 2:56pm says:

you guys should check out mod for FarCry many of them made the game looking unbelieveable.
one mod is called The Delta Sector.
the graphics are amazing it looks a bit like crysis.
im a CryEngine modder by myself and i know that the CE1 has alot of features who have never been used in this game.
and this is a old video the games looks much more better.
i think that was a pre alpha version of the engine

+2 votes     reply to comment
timstro59
timstro59 Nov 11 2011, 8:31am replied:

have you seen farcry 2010?

+2 votes     reply to comment
TheDespencer
TheDespencer Apr 13 2010, 10:34am says:

ok how do you add npcs? is it multiplayer, i want to make a vast rpg med evil game anyway i can get info about it. i own a new game development site and im trying to make my first game

+2 votes     reply to comment
zpendam
zpendam Jan 21 2010, 1:18am says:

CryEngine is only used by one game only?

+2 votes     reply to comment
shroomman
shroomman May 11 2010, 8:15am replied:

Aion (http://de.aiononline.com/) is a game developed with CryEngine (1) so there are two commercial games: Far-cry (1) & Aion. But don't forget all the massive good (released!!!) mods for the cryEngine(1).

+2 votes     reply to comment
LizardGamer
LizardGamer Oct 4 2010, 10:25pm replied:

Delete My message

+3 votes     reply to comment
Cantu
Cantu Jan 6 2010, 6:52am says:

Should add aion to list of PC games

+3 votes     reply to comment
thunderising
thunderising Oct 10 2009, 12:16am says:

This engine has lot of untapped potential, providing quality w/o ULTRA heavy sys req....

+1 vote     reply to comment
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