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.

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- UAYEB VIDEO GAMEPLAY 02:

In this second gameplay video, you will see 8 minutes of gameplay taken from the Uayeb Demo version.



- UAYEB makes its first steps on the Steam Greenlight, and it has now its Concept page!

It means that you have now different options on Steam available:

  1. You can rate the game (if you like it or not).
  2. You can add the game to your Steam favorite.
  3. You can follow Uayeb on Steam (to receive all news).
  4. You can Share Uayeb with your Steam friends.
  5. You can add the game to your Greenlight collection.

Steam Greenlight Concept Page

Concept Page

UAYEB is an adventure PC game placed in an open world, with the immersive First Person view.

You will explore and survive in a hostile environment, discover Mayan artifacts that will lead you to the lost civilisation, craft your equipment to be ready for the adventure.

- 7 different episodes are planned through the whole story
- Survive, adventure, investigations, puzzles, weapons, vehicles, are plan to be part of Uayeb world.

SURVIVE
Drink, eat, sleep, aware of cold and hot places, check stamina, heal, recharge batteries, get weapons and ammunition.

EXPLORE
Follow the path of the Mayan civilisation.

CRAFTING
Find blueprints and resources to build up your equipment.

FIGHT
Defend yourself against hostile survivors.

UAYEB is developed by on person only, and it is currently in pre-alpha version for Windows PC.

Stay tuned for more updates!

Please support the project with a like on the video, on the Facebook page, and subscribe to the UAYEB Youtube chanel to know when the next video is ready to watch.


Steam: Steamcommunity.com
Indie DB: Indiedb.com
Official site: Uayebgame.com
Facebook page: Facebook.com
Twitter: Twitter.com

Uayeb © Copyright 2014-2015 ICA GAMES

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Field report about the past year of the development as well as a sneakpeak of the Mississippi Rifle.

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Post comment Comments  (10 - 20 of 249)
Injamacreations
Injamacreations

I am a bit confused where can I download the engine I cant find it on this site do I need to find it Elsewhere?

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TeaGuyify
TeaGuyify

crydev.net

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slipkid69
slipkid69

Sweet.

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Sgt_Prof Online
Sgt_Prof

I just started working on this engine ! It's awesome ! every my created thing looks breathtaking ! thanks crytek !

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devmangekyou
devmangekyou

RTS I have killer Lore....wait what? ok :[

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tevans
tevans

(buried)

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

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AndrewMarley
AndrewMarley

Hi all! I need a little help with development of the project called The Zone.
Moddb.com
PM me if you are interested!

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pivot4469
pivot4469

Can i help?

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scopedknife
scopedknife

When will the cloth and vegetation physics update come to the free sdk? Youtube.com

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Nykrint
Nykrint

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!

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Platforms
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Highest Rated (3 agree) 10/10

Brilliant. User friendly engine. Just keeps getting better.

Nov 24 2011 by SirApple

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