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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jason rubin 1449x966 1


Road To VR has posted a new interview with Jason Rubin, Oculus’ head of content, originally conducted at Gamescom 2016. Rubin lays out the reasons that Oculus is pursuing exclusivity deals with VR developers that limit their VR games to be played on the Oculus Rift – either indefinitely, or for a set period of time before they can be released on other VR platforms.

Rubin’s reasoning is that “there’s no other way” games of the scale and quality of Oculus-exclusive games, such as Wilson’s Heart, Chronos, and The Climb, would ever get made without first being supported financially by Oculus.

Oculus Rift Retail

Rubin elaborates:

“By definition you’re shipping into a zero-person install base when you ship this new hardware. For developers to make large leaps of faith—to do multi-million dollar projects—it simply doesn’t happen without the hardware manufacturers believing in their hardware and believing in the ecosystem and helping those developers out with large grants.”

Oculus Rift


From a consumer’s point of view, they may not necessarily be interested in buying into the VR hardware unless there are quality VR games already available on the system. And yet, developers cannot afford to create games for that hardware if the install base isn’t large enough to support the development costs of those games.

These exclusivity deals – an exchange of development funds, for platform rights – won’t be around forever, says Rubin:

“...The second or third generation of developer doesn’t need our money. They can see there’s an established userbase there built by first generation games, they can build a bigger title than they would have otherwise because there’s now enough consumers to buy their game. That’s the only way these systems work.”


Rubin compares the situation to the development of triple-A retail games before digital storefronts came about; that putting a game in a box on a shelf led to incredibly slow growth, and thus it took 30 years to get to the creation of $100 million games.

“We don’t want [VR] to take 30 years ... We want this generation to race forward. Because we don’t have the luxury that the PC market had, where it was the best-looking thing out there. Well, we’re going up against Grand Theft Auto and Call of Duty. [Gamers] have the ability to play these triple-A games.

So if we don’t compete visually [and] depth-wise, if we don’t jump out there and give them great games to play right off the bat, we may never have what the PC had. We may never have the stepping stone. What we are doing now is the only way to viably jumpstart the market.”


Valve takes the opposite approach when it comes to HTC Vive game exclusivity. However, the company has also not been directly funding as many VR games in the same manner that Oculus has. Sony’s practice is similar to that of Oculus, though its own VR-exclusive games feel more appropriate given that they’re separated from the PC space by running on a console. It’s the division of PC games into PC-exclusive hardware – despite them all still running on a PC – that users take issue with.

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Comments  (0 - 10 of 15)
ice_trey
ice_trey

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

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asvigny
asvigny

Anyone know any good tutorials for this engine?

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Alucard990
Alucard990

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

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timstro59
timstro59

have you seen farcry 2010?

Reply Good karma Bad karma+3 votes
gamedude12
gamedude12

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

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zpendam
zpendam

CryEngine is only used by one game only?

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shroomman
shroomman

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).

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LizardGamer
LizardGamer

Delete My message

Reply Good karma Bad karma+3 votes
Cantu
Cantu

Should add aion to list of PC games

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thunderising
thunderising

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

Reply Good karma Bad karma+1 vote
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