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Crysis Source Code

Started by October 20, 2009 05:38 AM
1 comment, last by wforl 15 years ago
I've recently been spending some time going through the Crysis Wars Source code that is released with the ModSDK, trying to see how they go about doing things. I know there is a mindset along the lines of Dont try to learn from reading game source code, which i agree within some respects, but not all. Anyway, i dont know if this is the way they do things or what. But i was trying to find something along the lines of - On weapon fire - Inform AI of weapon fire - Add projectile to Collision detection system - Run any weapon updates, ammo left etc etx - Play effects Animation, Audio, Particle Effects, Muzzle Flash etc But am unable to find anything remotely similar. I'm fully aware that there are a million and one ways to do something, and that its very likly that the above are carried out in completly different places, but was hoping to find something vaguely similar, that i can get the overall idea of how their event system works. Basically, out of curiousity, im wanting to know - How their events tie in with their AI system, messages? - How their particle effects are spawned/created. Some kind of singelton particle manager maybe? accessable globally - How the game communicates with the scene, and performs queries, (getting actors within a certain range, or AI querying other AI etc) Im hoping that someboby who has played with the source code longer than i have could maybe point me in the right direction as to where i should be looking in the code for the above.
Wouldn't stuff like this be included in the dark depths of the engine, and sealed off from outsiders?

Sorry if I sound ignorant because I haven't worked with said SDK.
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I gather that the ModSDK only comes with a small percentage of the actual engine code, as i believe its only the gameplay code they included. But i assumed that would still come with the code to query the enviroment, create particles effects and so on.

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