CryENGINE®3 - THE COMPLETE GAME DEVELOPMENT SOLUTION READY FOR THE NEXT GENERATION
CryENGINE®3 is the first PC, Playstation®3, and Xbox 360™ all-in-one game development solution that is Next-Gen ready with scalable computation and graphics technologies.
Using the CryENGINE®3, you can start the development of your next generation games today. CryENGINE®3 is the only game engine that provides multi-award winning graphics, state-of-the art lighting, physics and AI, out of the box.
The famous CryENGINE®3 Sandbox™ editor is a production proven, third-generation real-time tool suite designed and built by AAA developers. CryENGINE®’s powerful real-time renderer is now even better! DirectX 11 (DX11) support significantly enhances the capabilities of the renderer within CryENGINE®3, allowing for some of the best visuals ever seen.
Below, you'll find just a fraction of the features available in CryENGINE®3!
Tessellation
CryENGINE®3 now supports DX11 hardware accelerated tessellation on all meshes, including animated characters. Artists can now enable tessellation in real-time! CryENGINE®3 features support for three different types of tessellation, all of which can be mixed so as to significantly increase the quality of
asset rendering in-game. With displacement mapping CryENGINE®3 can now represent silhouettes and complex geometric shapes, previously impossible with current generation bump mapping, through displacement mapping.
The other two tessellation methods are designed for mesh refinement, taking a coarse, or low-poly model and using tessellation to create an higher-fidelity and much smoother mesh. As these methods are all editable in real-time in CryENGINE®3 SandboxTM, artists can easily decide which assets should use such features, finding an ideal compromise between visual fidelity and performance.
Real-time Local Reflections (RLR)
Reflections are one of the biggest challenges in real-time rendering, particularly for deferred rendering and lighting engines. Before DX11, only reflections for surfaces such as water; or environment probe reflections have been possible. CryENGINE®3 now introduces a new method: Real-time Local Reflections (RLR). RLR approximates ray-traced HDR reflections local to objects. This technique allows for any kind of curved surface in the scene to reflect the nearby surroundings efficiently in real time. This includes immensely complex objects with self-reflections, which are not feasible with cube-map or planar reflections.
Parallax Occlusion Mapping (POM)
Parallax Occlusion Mapping (POM) returns in CryENGINE®3, optimized for all platforms and can now be used to add self-shadowing and the appearance of depth on all surfaces. CryENGINE®3’s POM efficiently approximates surface displacement in tangent space. Due to it’s low cost on all platforms, self-shadowing support and simulation of macro details, POM grants a viable alternative to tessellation on all surfaces.
Advanced Tone Mapping with HDR S-Curve
The CryENGINE® tone-mapper is improved and updated to give users S-Shaped curve color control, which better mimics the exact behavior of film tone reproduction. This allows for a wider tonal range, improved definition on the dark tones, giving a richer color space for CryENGINE®3 games.
Ocean and Water Rendering
CryENGINE®3’s trademark, benchmark setting water rendering just got better! All water volumes can now use DX11 hardware tessellation. Mesh geometry is dynamically tessellated, varying by the distance from the camera. This allows for a very high amount of geometry details close to the camera and eliminates geometry aliasing. Shading has also been updated: now supporting sub-surface scattering and wave crest foam approximation. CryENGINE®3 water also offers a more accurate surface normal computation, even allowing shader based ripples to interact with the CryENGINE® physics system.
Natural lighting & dynamic soft shadows
CryENGINE®3 features near-reality natural lighting at a 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.
Deferred lighting
The unique CryENGINE®3 deferred lighting solution allows the efficient rendering of a vast number of light sources with per-pixel shading. It can also considerably simplify engine performance tuning across multiple platforms.
SSDO-Screen Space Directional Occlusion and Contact Shadows
Crytek introduced SSAO in real-time gaming and now enhances it with the new technique of Screen Space Directional Occlusion (SSDO). SSDO allows any number of lights to be included in the calculation of Ambient Occlusion (AO); and for the color of all lights to be taken into account. SSDO improves physical lighting accuracy and provides dynamic contact shadows, even from the efficient CryENGINE®3 deferred ambient lights. The new CryENGINE®3 DX11 renderer allows contact shadows
to be cast from every single light source in the game environment!
CryENGINE® 3 SANDBOX™ - THE ULTIMATE MULTI-PLATFORM TOOLSET
CryENGINE®3 Sandbox™ gives developers full control over their multi-platform creations in realtime. It features many improved efficiency tools that enable the fastest development of game worlds and game-play available on PlayStation®3, Xbox 360™ and PC. All features of CryENGINE®3 games can be produced, edited and played immediately with the “What You See Is What You Play” (WYSIWYP) system.
Below, you'll find just a fraction of the features available in CryENGINE®3 Sandbox™!
Flow graph
CryENGINE®3’s simple yet powerful visual editing system in gives designers intuitive interfaces to create and control events, triggers and game logic. This lets them build game play systems and complex levels without needing to write a single script.
TRACK VIEW EDITOR
The Track View is the embedded Sandbox cut scene editing tool for making interactive movie sequences with time-dependent control over objects and events in CryENGINE®3. Creating cinematic cut scenes and scripted events are both possible, allowing you to sequence objects, animations, and sounds in a scene that can be triggered in the game, and played either as a detached cutscene from the third person view, or from the first person perspective of the player in-game.
Fully flexible time of day system
The time of day can dynamically change during a game mission to reflect the position of the sun and moon, as well as lighting and atmospheric conditions over any predefined day/night cycle, from a foggy morning sunrise to a fiery sunset or a clear moonlit night. Create visually rich time-of-day simulation for your game world or its locations and achieve the most realistic or surreal settings.
Advanced terrain system with integrated voxel objects technology
CryENGINE®3 features the only real-time terrain tool-set that enables the creation of stunning concave environmental features. This lets designers place over-hanging cliffs, caves or tunnels seamlessly in each level.
Multi-Layer Navigation Mesh
The Multi-Layer Navigation Mesh (MNM), is an enhanced dynamic navigation data structure used by AI Agents to path-find through levels. This system is integrated in CryENGINE®3 SandboxTM; designers can simply use the tools to define areas where the navigation mesh should be generated and let the CryENGINE®3 MNM do the rest of the work! MNM also supports real-time dynamic updates in game, so that when an area changes, the navigation mesh updates without delay.
Multi-core support
To get the most out of modern multi-core processor architectures, CPU-intensive sub-systems of CryENGINE®3 such as graphics, physics, AI, networking and sound, have been optimized to support multiple processors, including innovative support for PlayStation®3 SPU.
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 unique, high-performance effects, such as “cloaking” or wet, muddy and frozen surfaces, which can be layered together and combined with other shaders such as metal, glass and a full range of similar visual effects. CryENGINE®3 supports real-time per-pixel lighting, bumpy reflections, refractions, volumetric glow effects and animated textures to simulate effects including windows, bullet holes and shiny surfaces. It also takes advantage of the unified shader architecture of current and next-gen hardware. The combination of deferred lighting and this technology lets CryENGINE®3 avoid the traditional shortcomings of solely using uber shaders.
Interactive & destructible environments
All environments in CryENGINE®3 can be dynamically physicalized, regardless of their nature (wood, steel, concrete, natural vegetation, cloth and soft body physics). This allows procedural destruction and deformation of as much of the environment as the game requires. All broken objects and parts can be interactive, with realistic properties such as mass or buoyancy applied to all kinds of debris.
The past few weeks have been exceptionally busy time for the team so we must first apologise for the interruption in our series of weapon previews. They will return in the near future but in the meantime we firstly would like to share a new atmospheric in-game concept featuring a British infantry section by [TWDEV] volcol.
The piece "Faire La Guerre" has been previously featured as the backing track to our weapon update videos but we thought we would share the full version for your enjoyment following the positive response it received. The piece was composed by [TWDEV] Callum Bidgen and arranged by [TWDEV] Callum Bidgen & [TWDEV] SwadianFC.
We get a lot of questions about the game from the community. We enjoy responding to these but two of the more common questions we thought we would share for clarification.
Quote:Q: WHAT ARE THE MINIMUM SPECS?
A: There is extensive testing and optimisation yet to be done but tentatively the minimum specs are as follows:
Operating System: Windows XP SP2, Windows Vista SP1, Windows 7, Windows 8
CPU: Intel Core 2 Duo 2.0 GHz, AMD Athlon 64 X2 2.0 GHz or better (a multi-core processor is strongly recommended)
Memory: 1 GB RAM (2 GB recommended)
Video Card: nVidia 8800GT 512MB RAM, ATI 3850HD 512MB RAM or better (SM 3.0 minimum)
Q: WILL I HAVE TO PAY FOR THE GAME? A: Traction Wars is PLAY FOR FREE. We have no plans to charge for the game or to have any form of in-game store.
Description of the Project The Project are Stand-Alone Game, with own asset created. He was a Gore-Horror-Suspense Third Persons. A lot of effect like...
Aloadae is a mystery/survival game based on Cryengine 3. Developed by a small team called Bleeding Colors . The game is set in the pacific northwest in...
In a world of mystery, ripe with secrets - its is up to you to uncover the truth! WHY ARE YOU HERE? Aporia seeks to re-introduce MYSTERY as a primary...
Miscreated is now on ModDB and we're looking for several key people to help us still.
Miscreated is a brutal, post-apocalyptic, survival-based multiplayer online RPG set in the near future that was originally inspired by the popular mod for Arma II, DayZ.
Game Overview:
The year is 2089. The Earth is in ruins from two major nuclear wars. Civilization has collapsed and the majority of mankind has been wiped out. Each day is a struggle to find food and water to live, weapons for defense, and gear to withstand the harsh unforgiving wasteland that was once earth. The city centers and areas once called home and work are now populated by grotesque mutated humans, minds rotten from radiation and sickness. Bandits fight for control of what’s left, executing everyone they come across or using them for slave labor and food. This is the world as it exists today, there is no law. Kill or be killed. Survive or Die.
Available Positions:
3D Weapons Animator
3D Character Animator
3D Animal/Character Artist
CryEngine3 C++ Developer
CryEngine3 Expert
Flash/Scaleform Developer
3D Modelers/Texture Artists
AI Programmer
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Miscreated is now on ModDB and we're looking for several key people to help us still.
Miscreated is a brutal, post-apocalyptic, survival-based multiplayer online RPG set in the near future that was originally inspired by the popular mod for Arma II, DayZ.
Game Overview:
The year is 2089. The Earth is in ruins from two major nuclear wars. Civilization has collapsed and the majority of mankind has been wiped out. Each day is a struggle to find food and water to live, weapons for defense, and gear to withstand the harsh unforgiving wasteland that was once earth. The city centers and areas once called home and work are now populated by grotesque mutated humans, minds rotten from radiation and sickness. Bandits fight for control of what’s left, executing everyone they come across or using them for slave labor and food. This is the world as it exists today, there is no law. Kill or be killed. Survive or Die.
Available Positions:
3D Weapons Animator
3D Character Animator
3D Animal/Character Artist
CryEngine3 C++ Developer
CryEngine3 Expert
Flash/Scaleform Developer
3D Modelers/Texture Artists
AI Programmer
Media Outlets:
Official Website: http://miscreatedgame.com
YouTube Channel: http://www.youtube.com/user/EntradaInteractive
Facebook Page: http://facebook.com/miscreatedgame.com
CryDev Project Page: http://bit.ly/QxreJl
CryDev Discussion Thread: http://www.crydev.net/viewtopic.php?f=353&t=100397
ModDB Game Page: http://moddb.com/games/miscreated
Hi all! I need a little help with development of the project called The Zone.
Moddb.com
PM me if you are interested!
Can i help?
When will the cloth and vegetation physics update come to the free sdk? Youtube.com
Except the fact that A.I. can be a b*tch to set up some times, this engine is wonderful and offer tons of possibilities, good job with this one!
The odd ghost blur makes my friend sick :(
Right now, the No.1 ranking engine here. :D
Frostbite got nothing on Cryengine.
If anyone is willing to help make a game with me using this engine I'll be happy with anyone, Only if you're experienced with it.