Wednesday, January 23, 2013

CryEngine

I am loving this engine so far. i have broken a few things, but overall i love it so much more than UDK.
It has an sln file for visual studio so you can just open that up, look at the code and run it (once you set the launcher.exe to run on debug). At that point you can put a breakpoint in the code and walk through the c++ code of the engine. It is really nice to be able to see the code of the engine running, and follow it around.

I setup version control for the engine too. I am using perforce which i really love so far. Although one of the levels broke and cannot be loaded on one of the computers. Not sure how much of that was version control.

Also figured out how to work on the same scene as other people. If you are both working on different layers of the same scene, then you can both work and have the final include both of your changes. So we can divide the level into areas and parts, so i could be editing the spawn of the enemies and someone else could be editing the platforms. we both save our changes (they get saved to different files, one for each layer) and then when you load the scene it loads both layers. Much better than unity for that. Although there is no real merging, at least multiple people can work on a scene, as long as they are coordinated that they are not both making changes to the same object. One way to make sure of that is to check out the layer file you want to edit things in. that way you can see if someone has that layer checked out and don't edit it until the check it back in. We will see if the rest of the group works well with perforce or not, it isn't as easy as svn but it gives a lot more power.

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