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!


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™ 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.


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: Devblog : Randomly generated level

About Umbra with 0 comments by UmbraGame on Dec 14th, 2014

This article is the first of a serie describing
Umbra's Level Generator.

Devblog intro - Level Generation

Introduction and Global generation parameters

As anindependent developer thinking about replayability in a game, you must always
consider the best way to generate variety of content with the minimal amount ofwork.

In Hack & Slash, this variety must be present for:

· Weapons & Armors
· Skills & Spells
· Level replayability

Of course, Umbra features many procedural and semi procedurally generated content for all these topics.

In this article, we will focus on level generation.

The idea of level randomization in Umbra is to create repayable and credible environment. Each path in our environment must be fun to play, and also reward the player for both the accomplishment and the exploration.

Another thing we wanted for our dungeon creation algorithm was to be make it valid for any kind of levels: Caves, dungeons, village, and even exteriors. It means that we need a "smart creation" process.
In the case of interiors and urban levels, we want our levels to be generated as if humans settle in the area for real.

When human choose to settle in an area, they need a good reason to do so. It can be a water point, cult location, height position, ect...

So our level will always need an Interest Point. Our village / level will be organized around that place. Close to the interest point, we want to create various important areas related to it. In order to create such a system, we listed the different parameters and option we wanted to play with.

Note that the current version of our level generator does not generate dungeons as we expect to do it in the final version, but is already able to generate levels following simple rules.

This is what we are going to share with you here.

Basic Parameters

Our level is going to be a succession of various "Level Elements" connected to each other, following some rules of construction. Each "Element" of the level will have its reason to be here, and will have to be organized with the other around. Let's focus on the basics right now.

We need to define the key parameters of our level creation.

What will be the type of area we are going to build? I can be a cave, dungeon, village, ruins... What will be the type of architecture? This will be our first generation parameter.

We also want to define the size of our level, so we will have minimum and maximum size values.

What will be the "interest point" of our level? How are we going to connect the various element of our generated level according the other element around? We decided to have a "Maximum Element Level" parameter. Each of the dungeon Element will have a level describing their importance. For each generated level, we will filtrate the Element comparing their Level parameter to the "Maximum Element Level". It will allow us to create 3 different stages for a dungeon, each one having incrementing "Maximum Element Level" and disclosing new areas to the player each time he push the exploration further.

Is the level going to be a straight line, or is it going to be labyrinthine? Is the level supposed to climb up or down? We will need parameters for these value too.

Do we want any secondary paths? If we do, what is their length supposed to be?

What kind of enemies will appear in that level? We defined 5 different type of "AI Level":
· Low (trash, only designed to be killed for fun)
· Medium (the actual enemies, with various type of attacks, support, ect)
· Hard : usually, medium enemies with a Boss Rank, or special enemies, hard to kill, or extremely aggressive
· ForceBoss: For important room (if a treasure chest is present, for example), we want to spawn enemies with a boss rank.
· Force Named: A specific boss (not randomly generated) to be in the room.

Each Element is supposed to spawn different enemies according to its Level, but the spawning system may be altered by the AIDirector in order to adjust challenge for the player. We will talk about that later.

And finally, what kind of reward will be present in this level? How often will chest spawn? What is the level of rarity of these chests?
All these parameters are described in the LevelDesign file. The file is defined as an XML, and can be easily moddable by anyone !

That's it for the basic parameters of our Level Generator.
The following images show four different levels, build with the same "Architecture Type", but with various "size" and "stairs up / down" parameters:

Devblog : Generated level climb up/down factor

Devblog : small level generated

Devblog : Medium size level generated

In the next article, we will give you details about the generation process itself!

Original article here.

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Post comment Comments  (70 - 80 of 254)
ElectroEsper Oct 18 2011, 12:49pm says:

Just a question like that...

if i want to develop a game that is F2P (Just give it free on the internet not even a market for it) I'm not obligated to pay stuff rigth ?

Just a little curious...

+1 vote     reply to comment
m30w Nov 4 2011, 1:10am replied:

I'm pretty sure the answer is yes... the only time any sdk's company wants money is when you go to make money using their which you need to license their engine. Otherwise, no money changing hands = nothing needed to be paid.

+1 vote     reply to comment
FiredFox3 Oct 15 2011, 9:52am says:


0 votes     reply to comment
tankdestroyer234 Oct 7 2011, 3:42am says:

Can someone help me i have problem with the SDK when i start the SDK it comes up the splash image and stops at crydevlogin.Sorry for my englich

0 votes     reply to comment
s3b4 Nov 27 2011, 11:39am replied:

Mostly it helps to install Visual C++ 2008 SP1 runtime (download it from MS site). There are of course another possibilities, just see this thread:

+1 vote     reply to comment
Mladenius Oct 7 2011, 1:14am says:

I want to make great things with this SDK but problem is i never use any SDK before,is there some tutorial or i must find out my self how to work in SDK .Thank u for your time.
P.S. Do you mod only Crytek games with cryengine or u can mod any other game?Can i mod Farcry 2 or ES Oblivion?

-1 votes     reply to comment Oct 3 2011, 8:43am says:

does anyone have, 2 error notifications when closing the editor or is it just me ???
(everything else works fine though)

+1 vote     reply to comment
eno57 Sep 21 2011, 11:24pm says:

Just Dl CryE3. What is this login step? The site will not let me 'agree' and register. Is this login necessary? Is there a work around?

+1 vote     reply to comment
Taharos Sep 23 2011, 10:11pm replied:

Did you scroll all the way down to the bottom of the user license agreement? Only then will let you agree.

0 votes     reply to comment
Yuki-kill09 Sep 18 2011, 5:37pm says:

If someone is looking for a project, I give the project

+2 votes     reply to comment
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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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