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.

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Blog RSS Feed Report abuse Latest News: Tempest - Monthly Recap #3

About Tempest with 2 comments by Jackseno on Mar 31st, 2015

Welcome!


Welcome to our third monthly recap. We've all been hard at work and will continue to work through the Easter break. Here's what we've been working on!


New Ship


Designed to be an eventual upgrade for the player, the new ship has almost twice the firepower of the player's original Galleon style East Indiaman, carrying 26 guns, and five sails. The new ship is almost fully implemented and will begin being entered in to playtesting within the week.


More images in our gallery!



Treasure Updates

Zack and Tom produced a short video early in the month explaining a little bit about our treasure pickups.

Since then a few more particle effects have been created for our treasure, and we've also been implementing the purchasing of food at taverns to heal the player. Whilst on the subject of shops, we have also implemented the spyglass and shovel as purchasable items, in addition to crew.



Storms


Storms were something we attempted to tackle early on in our development, as we want them to play a key part in how the player navigates and makes decisions. However, despite our best efforts we remained unhappy with the prototypes we had come up with. Storms needed to feel dangerous, like they were an obstacle to be avoided. With that in mind, I spent a weekend overhauling the entire system, both visually and mechanically. Storms will now generate large waves that the player should avoid, lest they risk capsizing their ship! A preview of our storms in motion can be seen in our playthrough video posted below.


Early Playthrough Video


Myself, Josh, and Zack have played through about 30 minutes of our game together in order to hopefully demonstrate some of our features and explain some details about Tempest. Some things are still broken! So there's a few bugs in the video.

let us know what you think! If we get some good feedback from these kind of playthroughs we can definitely arrange to do more in the future.



New Islands


Two new islands are also in the works. A new Volcano island with an Inca temple situated at the center, and a fort with both Persian and Moroccan influences. Both are still an early work in progress, some development screens can be seen below:





Let us know what you think!


If you like the sound of what we're trying to achieve here, or if you'd like to help us out, leave a comment or send us a PM. We welcome critique and feedback. That's all for now. Until next time!

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Post comment Comments  (230 - 240 of 250)
hundeswehr
hundeswehr Mar 28 2009, 3:18am says:

crytec is THE worst game company ever. graphics over substance. disgusting.

-1 votes     reply to comment
Nokiaman
Nokiaman Jun 7 2009, 11:08am replied:

Yeah. Crytek sux

-2 votes     reply to comment
Nokiaman
Nokiaman Apr 16 2009, 11:32am replied:

I agree Crytek phails

-2 votes     reply to comment
krilu
krilu Apr 3 2009, 7:59pm replied:

You are totally crazy, right? Crytek is one of the most advanced game development company! The graphics are over substance? Then show me a better game with more advanced graphics and physics! You can't? Well of course you can't! Because such game doesn't exist! If you think, that Crytek sucks, then keep your stupid little opinion to you!

+1 vote     reply to comment
pfannkuchen_gesicht
pfannkuchen_gesicht Apr 18 2009, 6:28pm replied:

well, there are some games with better physics( RF:G ) but you're right with the graphics, there is no other engine with a better graphics, but this has one reason: they want to sell their games.
Nobody buys a game which is unplayable.

0 votes     reply to comment
seiji
seiji May 5 2009, 12:40am replied:

I'm guessing, you have been shunned from crysis due to your poor computer, Try it, its a great game.

0 votes     reply to comment
NateOrr
NateOrr Apr 2 2009, 10:08pm replied:

Are you an idiot? They are advertising an engine to be licensed. It's supposed to look as good as possible. It's up to the developers of the games using it to make sure they have substance...

-1 votes     reply to comment
FLAPJACKDAN
FLAPJACKDAN Mar 30 2009, 1:25am replied:

Hund WTF is your problem how are they ****?

+1 vote     reply to comment
Headcrusher
Headcrusher Mar 28 2009, 5:18am replied:

**** you, just because you have a computer dating from the 60's doesn't mean we have.

+1 vote     reply to comment
Nokiaman
Nokiaman Jun 7 2009, 1:54pm replied:

NO fu*k you. You stupid graphic *****

-1 votes     reply to comment
Xenoshock
Xenoshock Aug 1 2009, 12:16pm replied:

So you like games with super mario 1 grahics instead of this? Get some glasses, and you might see the difference between games from the 90's and games from 2009!

+1 vote     reply to comment
hundeswehr
hundeswehr Mar 28 2009, 3:16am says:

have fun playing a slideshow, idiots.

nothing like game devs and cpu producers collaborating to squeeze every penny out of the consumer...and people spending money stupidly to provide them the incentive.

a 10ghz cpu is possible right now, just don't let intel or amd know that. oh wait they already have a working version using quantum mechanics that uses very little energy. but will they sell it to us? nope, wait a few years and they'll let us have it for 2000 dollars.

-2 votes     reply to comment
fdslk
fdslk Mar 28 2009, 7:09pm replied:

I agree... usability is first. That's why I do respect the Source Engine so badly. It have such power, quality and freedom of operation that Valve only need to upgrade it! And crytek do suck. For modding it's cool I'll admit that, but commercial games done with crytek almost don't exist.

+3 votes     reply to comment
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Platforms
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Crytek
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Released Aug 15, 2011
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Highest Rated (3 agree) 10/10

Brilliant. User friendly engine. Just keeps getting better.

Nov 24 2011, 3:16pm by SirApple

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