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: 80%! One step closer to the Greenlight Top!

0 comments by KPy3O on Oct 24th, 2014

Good day! We are glad to add some news about our project –The Cursed ForestAt first we will tell you about the sound in The Cursed Forest . 
It is no secret that sound is one of the most important elements in video games, especially in the horror genre. Great and high quality sound has the ability to set up an explosive atmosphere, raise tension and make you really feel the fear. That’s why we’re delighted to be working with an extremely talented composer - Konstantin Shmyrev! 
Here you can find his soundcloud profile and listen to some examples of his art: Soundcloud.com

What does Sound and The Cursed Forest mean to Konstantin?

I think that sound and music in video games is equal to, if not more, important than its role in film. For me music is the voice of a story-teller, impacting heavily on how well the narrative is told.  Well placed and crafted sound can pinpoint atmosphere, underscore a pivotal event, and cement a moment in the player’s mind that can last way beyond the end of the game. 
I am inspired by many things, from events that have occurred in my life to literature and art. I also often listen to a lot of different music. I like when a piece of music has something special in it, when I can really feel where the artist who created it was coming from and can sense their personality through it.
I got involved in this project by contacting the team on IndieDB and am very happy to be working on The Cursed Forest with Noostyche. It is a huge pleasure for me to be a part of this project as it is something that inspires me to create music and sounds. I also feel that I can add something of my personality to the game, and hope my contribution will help to craft this incredible project that will stay with you long after you’ve played it. 

Ambient Sound within The Cursed Forest
We also have some news about our way towards being in the Greenlit Top 100. We are proud to say that we are already complete 80% of the way! However there is no time for us to rest as there is a lot of work to do! 
We have a big surprise coming for you that coincides with Halloween, so please stay tuned and remember to check for announcements.
For now we have some new concept art and screenshots for you to enjoy. Again thank you so much for all your support! We find ourselves thanking you a lot recently, but it really isn’t enough to convey our gratitude that we have such amazing supporters!

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Post comment Comments  (20 - 30 of 248)
Metal-Payne
Metal-Payne Sep 3 2012, 9:20pm says:

Frostbite got nothing on Cryengine.

+6 votes     reply to comment
DistrictLifeRPG
DistrictLifeRPG Aug 29 2012, 7:49pm says:

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.

-2 votes     reply to comment
dark_grome3326
dark_grome3326 Aug 2 2012, 12:59am says:

somtimes these engines ridiculous hard to understand

+2 votes     reply to comment
atsebak
atsebak Jul 8 2012, 1:06pm says:

can someone post any useful programming tutorials for the cryengine3. this is ridiculous i went through the source code and it's so hard to understand what is going on due to the low amount of commenting. Also in visual studio the intelisense barley works with it

+3 votes     reply to comment
Wolfyboy
Wolfyboy Aug 1 2012, 5:44pm replied:

I'm not a programmer, but I've read that Cry Engine 3 works with C/C++/LUA.

And yes, the SDK package isn't out that long, so more tutorials will probably appear in time.

+3 votes     reply to comment
Wolfyboy
Wolfyboy Aug 1 2012, 5:40pm replied:

Source still runs on the outdated BSP format. Performance wise, Cry Engine 3 is much more efficiënt. Also, Cry Engine 3's editor interface is WYSIWYP (What You See Is What You Play), which is a much more comfortable way of working then with Source's outdated interface.

+3 votes     reply to comment
DaveW
DaveW Aug 19 2012, 11:03pm replied:

'BSP Format'...BSP isn't a format. It's a way to render CSG.

+4 votes     reply to comment
KEVLAR60442
KEVLAR60442 May 24 2012, 3:03am replied:

You have to nearly break Source every time you want to make anything that looks marginally better than the 2004 standard. And if you don't care about graphics, you shouldn't have an opinion on engines. Everything not graphics related is usually handled more by the artists than the engine.

+6 votes     reply to comment
Dearnike
Dearnike Oct 12 2012, 8:12pm replied:

But Source Engine is now on 2009 standard?

+1 vote     reply to comment
Marth8880
Marth8880 Jul 10 2012, 5:11am replied:

Three things: Yes, CryENGINE is amazing and (from what I've experienced) relatively flawless. Regardless, Source is continually updated as well, so don't even give me that. Last, Unreal is a HUGE pain to work with.

+3 votes     reply to comment
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Platforms
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Company
Crytek
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Release Date
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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