Re: CRYENGINE Learning Initiatives

#11
@cwicwi Thanks for taking the time to post your suggestions, all excellent ideas that we'll work to address piece by piece.

@ahmad0karami We have no tutorials for sale. Everything we have is freely available. Webinars are streamed live for subscribers, then released to the general public a month later. Unity, for example, does indeed have many free tutorials, but you have to pay to access their game development course through PluralSight. We currently have no such policy or content.

@neverfollow81, @albim75 Thank you for your posts and suggestions - looking forward to helping you!
Great @Cry-Brian , Thanks a lot for your answer , I'm very happy your news , Awesome : - )

- Please Develop C# just like Unity C# Syntax
- Please Make a lot Schematyc tutorials
- Please Make a lot C# tutorials
- Please Only Bugs/Crash Fix , Only Bugs/Crash Fix , Only Only Only Bugs/Crash Fix , this tip is very very very important

Thanks a lot again
a template project CryEngine 5.5
http://www.mediafire.com/file/qddlq5ic8 ... and5.5.rar

Re: CRYENGINE Learning Initiatives

#12
Excelent news!!!!

My suggestions:

- TRUE first person character controller from scratch - locomotion, animation, interaction, weapons
- SVOTI and Cryengine lighting in general (with interior / exterior environments)
- Create UI / HUD elements (on screen object "markers", weapons menu, game menus)

You could bring us some content from Hunt: Showdown, that would be super awesome!!

Looking forward :)

Re: CRYENGINE Learning Initiatives

#13
Having come to Crytek with no experience using CRYENGINE, I know what it feels like to be new to and overwhelmed by its feature set, whether you’re an artist, a level designer, animator, or programmer.
Forgive me for asking Brian, but are you an experienced C++ programmer ? Or an experienced computer graphics artist ? Cause if you are neither of those (I believe you are not) and adding the fact that you say you have 0 knowledge of CryEngine, with all due respect, you do not know how it feels to work with a software project of CE5's complexity. Not even remotely.

I also have a question for you: how much experience you have in documenting large scale software projects and engineering workflows ? It would be interesting to know for the community. DId you managed teams documenting such large engineering systems before ? Or your role will be just to ensure production values ?

Also, you do not want to run a democratic vote for "how should we document our engine" , and ask people on forums. You'll get a lot of opinions and request-for pet peeves. What I would do is to look at established benchmarks in industry. I would realize that this engine has ZERO technical documentation so far. I would realize that is imperative to get technical documentation out early. Unfortunately Crytek already lost this train, those are overdue by at least 12 months.

So yeah, what one should do is look at projects which are very well documented, realize the difference between tutorial and documentations, and proceed to put out *documentation*. One should also pay attention to detail. For example, whatever you record make sure you use a decent microphone and a isolated room. Details matter, not because they make the content better, but because they tell a lot to the world about the company which produced them and the seriosity they give to a project.

Btw, Unity, which you wrongly claim it sell its documentation on pluralsight, has at this moment an order of magnitude better than CE5 *FREE* documentation. It is ordered logically, CE5 docs are a chaotic mess atm.

So yeah, fix whats broken, and add docs where there are none. DO not ask "what new broken things can we add to the documentation ". Use expert knowledge and solve the issue. Asking the public for "what should we do" is useless in my opinion. You are new here, so you do not know that those things where already discussed way too many times and nothing has been done . Just do something regarding docs **fast** (we hard the term incoming months way too often) and you'll start to be ahead.

Re: CRYENGINE Learning Initiatives

#14
Having come to Crytek with no experience using CRYENGINE, I know what it feels like to be new to and overwhelmed by its feature set, whether you’re an artist, a level designer, animator, or programmer.
Forgive me for asking Brian, but are you an experienced C++ programmer ? Or an experienced computer graphics artist ? Cause if you are neither of those (I believe you are not) and adding the fact that you say you have 0 knowledge of CryEngine, with all due respect, you do not know how it feels to work with a software project of CE5's complexity. Not even remotely.

I also have a question for you: how much experience you have in documenting large scale software projects and engineering workflows ? It would be interesting to know for the community. DId you managed teams documenting such large engineering systems before ? Or your role will be just to ensure production values ?

Also, you do not want to run a democratic vote for "how should we document our engine" , and ask people on forums. You'll get a lot of opinions and request-for pet peeves. What I would do is to look at established benchmarks in industry. I would realize that this engine has ZERO technical documentation so far. I would realize that is imperative to get technical documentation out early. Unfortunately Crytek already lost this train, those are overdue by at least 12 months.

So yeah, what one should do is look at projects which are very well documented, realize the difference between tutorial and documentations, and proceed to put out *documentation*. One should also pay attention to detail. For example, whatever you record make sure you use a decent microphone and a isolated room. Details matter, not because they make the content better, but because they tell a lot to the world about the company which produced them and the seriosity they give to a project.

Btw, Unity, which you wrongly claim it sell its documentation on pluralsight, has at this moment an order of magnitude better than CE5 *FREE* documentation. It is ordered logically, CE5 docs are a chaotic mess atm.

So yeah, fix whats broken, and add docs where there are none. DO not ask "what new broken things can we add to the documentation ". Use expert knowledge and solve the issue. Asking the public for "what should we do" is useless in my opinion. You are new here, so you do not know that those things where already discussed way too many times and nothing has been done . Just do something regarding docs **fast** (we hard the term incoming months way too often) and you'll start to be ahead.
totally agree

Re: CRYENGINE Learning Initiatives

#15
So yeah, fix whats broken, and add docs where there are none. DO not ask "what new broken things can we add to the documentation ". Use expert knowledge and solve the issue. Asking the public for "what should we do" is useless in my opinion. You are new here, so you do not know that those things where already discussed way too many times and nothing has been done . Just do something regarding docs **fast** (we hard the term incoming months way too often) and you'll start to be ahead.
Thanks for your input, as always Dan.

However, I feel like your statement is unnecessary harsh. Just because your mind is already made up, we won't stop ask people for their opinion and feedback. Community discussion and feedback is very valuable for us, even if we can't come back to everybody individually all the time. This topic is meant to be a funnel of ideas towards the goal of making CRYENGINE learning better, one step at a time.

And this is what's happening. We're tackling issues one at a time and Brian is having all resources available to do his task as well as bringing in great experience in the field of adult learning and technical education. I get that some of you are torn, but trying to dismantle our effort or the people who work towards the goals CRYENGINE has set together with our community, with your guys, just doesn't help tackling these problems. We are looking forward and hindsight is 20/20; we strive to be better and more transparent and that's why we're opening the dialogue here.

So let's move on, together and keep your suggestions coming. Some really great ones and it's already good to know we're heading the right way.

Cheers,
Nic
CRYENGINE Community Developer

I'm manning the CRYENGINE stations on Facebook & Twitter as well, so come and say hi!
My personal Twittering may contain nuts.

Get to know me.

Re: CRYENGINE Learning Initiatives

#16
@ahmad0karami We have no tutorials for sale. Everything we have is freely available. Webinars are streamed live for subscribers, then released to the general public a month later. Unity, for example, does indeed have many free tutorials, but you have to pay to access their game development course through PluralSight. We currently have no such policy or content.
I'd want to point out that Pluralsight also have paid training for Cryengine too and that the course you picked for Unity and Pluralsight collaboration is just one course. Picking that as example isn't really fair comparison when Unity does way better job on free learning materials overall. Unity provides all the info newcomers need to get started with their engine and also provide stellar docs for EVERY engine version separately. They also constantly keep giving free tutorial series to the users on how to build different types of games or systems (https://unity3d.com/learn/tutorials, https://www.youtube.com/user/Unity3D/playlists). These are probably core reasons why so many pick Unity as it's easy to get started with it.

Re: CRYENGINE Learning Initiatives

#17

And this is what's happening. We're tackling issues one at a time and Brian is having all resources available to do his task as well as bringing in great experience in the field of adult learning and technical education. I get that some of you are torn, but trying to dismantle our effort or the people who work towards the goals CRYENGINE has set together with our community, with your guys, just doesn't help tackling these problems. We are looking forward and hindsight is 20/20; we strive to be better and more transparent and that's why we're opening the dialogue here.

Cheers,
See Nic, It's not an issue of technical education. It's very simply, very basically, an issue of providing technical **documentation**. Software vendors provide documentation, not education. No-one is trying to dismantle anything , but for all those great efforts you mention all we seen in the last 18 months from documentation point of view are some screenshots. And tbh, I believe that when documenting programming interfaces and technical workflows, you need specialists in the field itself to lead the effort, and not people from very remote fields who at their first posts pick up on competition with snide remarks and cherry picked examples (Unity in this case, have much better docs than CE and they are **free** ) rather than looking into solving domestic (namely CE5 lack of docs ). You also need someone who realizes what is the difference between tutorials and documentation provided by a a software vendor, and who actually was involved in building software or assets or technical documentation (and by that I mean things like MSDN, Unix manual pages, API docs , not things from very remote disciplines)
Moderation Note: Merged content from two posts as they where violating the 'thread hijacking' rule of the Forum Guidelines. - Nic

My mandate can be summarized pretty simply: I’m here to make it as easy to learn CRYENGINE as it is rewarding to use. We’ll be rolling out a whole suite of major learning initiatives in the coming months that you’ll see announced on all of our media channels, including online tutorials, classes, courseware, tips, documentation updates, webinars, articles, master classes, and other programs to be announced.
And also more constructive feedback regarding strategy. Above there are enumerated no less than nine (9) ways in which the learning experience of CryEngine is to be improved. This is pretty much unfocused. And overhyped, since you want to go from 1 to 9. Stick to the *basics* and you will go a long way. There are only 2 directions which should be your focus. Spread yourself thin in 9 directions and the results will most likely be bad. Countless software vendors managed to document their products very well, by focusing on 1 max 2 directions and they did an outstanding job. All the hyped masterclasses , schools , classes, course-ware, tips, webinars CANNOT replace product documentation. . They are all welcome, once you have solid(decent?) basics. One of the reasons your competition fares much better than you is that they made sure they covered the basics (that being decent product documentation).

Re: CRYENGINE Learning Initiatives

#18
As far as the learning materials go, I personally wish there would be more focus on written docs instead of video tutorials. Video tutorials have their place for getting people started, especially in the editor and art pipeline but there are very little reasons to have them for shader programming or programming in general, properly written docs will help more people and are what most programmers want. Nobody really wants to sit and watch random tutorials wishing people will mention the thing they want to know at 1 hour mark in the video.

We've had this discussion many times in CryCommunity Slack, but I'll summarize what I'd personally feel most important in the learning materials from game programmers point of view:

1. Visual graphs and overviews on all CE systems and frameworks so that people who use then engine actually understand what they are dealing with

No more guessing or false assumptions. Current docs do explain some of the systems but that info is usually hidden in endless paragraphs of text. Please, put more visualization, those graphs etc that make these connections between different things crystal clear. To make example of this, look at this page about CryPhysics: http://docs.cryengine.com/display/CEPROG/CryPhysics and then look this lumberyard doc page: http://docs.aws.amazon.com/lumberyard/l ... reads.html. LY doc has graph that immediately tells how physics execute in the bigger picture while in CE doc the info is hidden in the text and you have to figure out what the words really mean in this context. More graphs the better IMO to avoid confusion. Few more examples on why graphs are useful:
ExecutionOrder (look at the graph in the end, for a programmer, this is priceless info), GameFlow, ActorLifecycle, QuickReference

If all those graphs in those pages were just text or list, it wouldn't be as easy to understand the relations between the things.

2. API docs that actually tell something useful

Just having API docs that parse the function declarations and parameters doesn't really do much good. When you actually use the engine, you need to know how it individual things work. Nobody knows everything so API docs should be your go-to place for telling how to properly use the functions and classes in question. How Unity does this is great, for example lets have a look at https://docs.unity3d.com/ScriptReferenc ... ycast.html , you open the page, looking at how to raycast, not only they explain every variable, they also provide direct links on how to setup and understand every variable you need to use there, like link directly to https://docs.unity3d.com/Manual/Layers.html on LayerMask. Then after that, they tell what the function returns and describe briefly what it does.

Here's one important thing to note: there's a huge difference in describing what the function actually does and just spelling the function name there (for example, only putting "Casts a ray" there would be terrible description as the function name already told us that and it would provide zero value for the reader).

Also after description, they actually give out code snippets that show how you can use the thing, in CE and c++, things like these would be really valuable as people wouldn't have to search around the proper usage, they could just open API docs and immediately use the thing. So the key thing I'm trying to tell here is that please try to make the docs informative and easy to navigate. In ideal case, you'd only use search bar once and then you could navigate to the relevant pages directly instead of doing separate searches for everything.

3. Have programmer introduction docs to get new users on-board faster

Pretty much what the topic said. At the moment, CE template code is basically closest thing to this but it only gives you the entry point to the engine + new users might not understand what they see there. For example, Unreal does this to get new users up to speed: https://docs.unrealengine.com/latest/INT/Programming/

4. Current docs and tutorials aren't organized in any way

While trying to find the CryPhysics page for 1st point, I had to search with google and internal docs search for quite a while to even find the right place. There are tons of different physics articles in the official CE docs that all discuss different things but they are not linked under same subsection at all. It's incredibly difficult to find anything that's related to your own interest unless you actually know such doc page exists somewhere deep in that jungle of random documents. And you pretty much need to know such document exists before you can even find it. Current documentation looks like things have just been added along the years and nobody enforced the structure. It's already bad enough that most editor side things still have only CE 3.x docs but then there's CE V docs, technical docs, beta docs, website tutorials, beta tutorials, youtube tutorials, vimeo tutorials. These all are scattered around and many are not up-to-date. It would benefit to have all tutorials in one centralized place for example.

5. There's no indicator what version of the engine most of the docs and tutorials apply to (besides CE 3 or CE 5)

While dates can hint something, often even old docs get updated with some small corrections so it's impossible to tell from dates alone if the learning material is relevant for the current engine or not. If you look Unity or UE4 docs, they are really exact on what engine version those docs are for. Also those small corrections and engine updates is one reason why I'm not fond of any video tutorials that go beyond the basic editor usage: they are almost always outdated and you can't easily update parts of the video like you can with written doc page.
Last edited by 0lento on Wed Dec 06, 2017 1:34 pm, edited 1 time in total.

Re: CRYENGINE Learning Initiatives

#19
I personally talked to Filip Lungdren a bit about what I find important to document in engine. First and foremost is:

1. Order. Make things easy to find. Currently the CE5 docs are pretty much in dissaray.
2. Correct. It is important that things are correct, else the docs will cause more harm than good, and cause pecuniary loss to the users.
3. Properly labelled and versioned.

----------------

Then

1. Document main game loops
2. Document public API of the engine. Per subsystem. Offer an overview of the subsystem first. Then document both the functions/classes which are exposed to the clients, and the data structures involved.
SOme will differ, but I always found Microsoft's way of documenting their APIs pretty good. See an example:

https://msdn.microsoft.com/en-us/librar ... s.85).aspx

Note 1. Parameters 2. Return Value 3. Remarks and 4. Requirements. Point 4 is actually very important. It is part of the contract you offer as an API. Without it, the users of the contract will suffer :P

3.Make a priority list. Document the systems which will have the greatest impact on game play implementation first. Those are IMO animation, physics then entity components.
4.Based on priority list, release documentation *yesterday*. Then iterate on it, but publicly ! Or else Ragnarok will come first.
5. As 0lento said, offer high level overviews into the engine systems and interaction.
3. Keep it straight to the subject , at least technical documentation. it is my opinion that most of the humans who write code or design workflows for others don't really buy into fluf and misplaced marketing a software vendor documentation.

3. Stop thinking about C++ CE tutorials and videos for programming / tech docs. They do not make too much sense at the time being. I could talk about a couple of APIs 1h for example. That would be a tutorial , going extremely in-deep in 1 or 2 APIs. It makes no sense for Cryengine, as it is today, since you have to cover an enormous ground, you have almost 0 tech docs. Cover this ground before going "tutorial". Think documentation like all sane software vendors do. It is also much faster for us to read then watch someone painfully writing code in a IDE in a video. Waste of time. Time is precious. A scenario where a video would make sense is high level overview of an engine subsystem, like some of the better CE masterclasses on animation., but that is all. Makes 0 sense for programming.

Re: CRYENGINE Learning Initiatives

#20
I personally talked to Filip Lungdren a bit about what I find important to document in engine. First and foremost is:

1. Order. Make things easy to find. Currently the CE5 docs are pretty much in dissaray.
2. Correct. It is important that things are correct, else the docs will cause more harm than good, and cause pecuniary loss to the users.
3. Properly labelled and versioned.

----------------

Then

1. Document main game loops
2. Document public API of the engine. Per subsystem. Offer an overview of the subsystem first. Then document both the functions/classes which are exposed to the clients, and the data structures involved.
SOme will differ, but I always found Microsoft's way of documenting their APIs pretty good. See an example:

https://msdn.microsoft.com/en-us/librar ... s.85).aspx

Note 1. Parameters 2. Return Value 3. Remarks and 4. Requirements. Point 4 is actually very important. It is part of the contract you offer as an API. Without it, the users of the contract will suffer :P

3.Make a priority list. Document the systems which will have the greatest impact on game play implementation first. Those are IMO animation, physics then entity components.
4.Based on priority list, release documentation *yesterday*. Then iterate on it, but publicly ! Or else Ragnarok will come first.
5. As 0lento said, offer high level overviews into the engine systems and interaction.
3. Keep it straight to the subject , at least technical documentation. it is my opinion that most of the humans who write code or design workflows for others don't really buy into fluf and misplaced marketing a software vendor documentation.

3. Stop thinking about C++ CE tutorials and videos for programming / tech docs. They do not make too much sense at the time being. I could talk about a couple of APIs 1h for example. That would be a tutorial , going extremely in-deep in 1 or 2 APIs. It makes no sense for Cryengine, as it is today, since you have to cover an enormous ground, you have almost 0 tech docs. Cover this ground before going "tutorial". Think documentation like all sane software vendors do. It is also much faster for us to read then watch someone painfully writing code in a IDE in a video. Waste of time. Time is precious. A scenario where a video would make sense is high level overview of an engine subsystem, like some of the better CE masterclasses on animation., but that is all. Makes 0 sense for programming.

yes , I'm agree with you , I stared 5 years ago with Document Unity, Also alongside the documents , I saw unity video tutorials , well , First Document CE 5 / shcematyc & C# , Second Document CE 5 / shcematyc & C# , Third Document CE 5 / shcematyc & C# , Do not Forget with Good / Great examples , I am a teacher , I know , how to learn people /students GamePlay Programmer , documents is all thing , but I saw CE 3 since 2013 without documents(at least a bit c++ docs) , I do not have any interest in game engines, I see , amazon published lumberyard document , I am sympathetic for CE team/Crytek , I hated you for some time because of your love , All our hard criticisms are for you ,These sharp criticisms are in your benefit, We are need to lot Documents for first time gameplay programming with C# and/or schematyc , also , Please Delete Lua Language completely at CE 5.5 , Unity is a flawed engine, but Unity documents have become popular , We know that the preparation of documents takes a lot of time , But do not forget that hundreds of millions of game developers are waiting for CE5.5 in GDC2018.

We understand that the development of Game Engine is one of the toughest things in the world,Be careful that hiring teachers and at least consulting them will greatly help you.
My students have the best lean collections of documents on Unity with examples.
But I'm going to remove Unity in private schools in my city.
And I'll teach the CE Engine.

here is the two problem :
1. a lot of bugs have to be corrected
2- Gameplay relationship with the programmer (C# / Schematyc / First Person Prefab && Third Person Perfab for get start...) and the lack of durable documents.

Until these two problem are not resolved, we can not replace CE 5.5 / 5.6 at Private/public school/university...
Moderation Note: Merged content from three consecutive posts as they where violating the 'disruptive posts' rule of the Forum Guidelines. - Nic I focused on the FPS/TPS genre in CE Tech , I want video tutorials / document , special Document :
01-How to setup FPS/TPS characters in the C# code or Schematyc nodes?

02-An Example Like as video Play(MP4 file) in the Schematyc or C# on the Cube mesh (without C++ Code)

03- An example Like as InputKey("F") function C# (Without C++ Code) , I saw InputSystem Schematyc , I've read manual about those System , without a simple Example!!

04-How to use keyboard in C# for a camera ?

05-An UI Example inside scene (Not GUI on the Screen) C# / Schematyc- (Like as a button inside the 3d level) (Without C++ Code)

06-Where is Ripple Effect Generator Entity(GameSDK CryEngine 3) in Empty Level?? I do not see Ripple Effect Generator Entity!! how to simulate in the Particle Editor?

07-How to use mouse in C# for a camera ?

08-Is the GameSDK CryEngine 5.4 compatible with CryEngine 5.5 ?

09-how can I Raycast Simulate and get RaycastHit information with C# ?

10-how can I Spawn Entity( Prefab or Schematyc Object ) inside a C# Script (without c++ code)?

11-how to make projectiles with Schematyc / C# script (without c++ code)?

12- how to make throw grenades with Schematyc / C# script (without c++ code)?

13- how to make throw grenades and explosions (effect Force on the rigidbody) with C# script (without c++ code)?

14- how to make throw grenades and explosions and kill List enemies with Schematyc / C# (without c++ code)? How I can create a list enemies Entities in Array struct in C# script / Schematyc nodes?

15- how to make SphereList eneimes Entities(Based on the radius) C# script /Schematyc nodes (without c++ code)?

16- How to send information players about health,ammo,etc the UI Text element with C# script / Schematyc or Flowgraph (without c++ code)?

17-How to Use AI Components/NavMesh Box Entity with C# script /chematyc graph (without c++ code) ?

18-is a plane for remove flowgraph and replace a new system for visual scripting like as blueprint?? I mean , Control Everything with Schematyc graph or Control Everything with C# codes?


I have a lot another questions , We need to lot document for C# and or / Schematyc
First , you allow me , I introduce myself.

my name is Ahmad Karami come from Iran

I'm an independent developer and of course I'm alone.

I am a programmer before. I'm a debugger , Also I'm a Teacher.

I want talk about Important Things , I worked with different game engines , I had different experience. it is a part of my sample work :
https://www.youtube.com/playlist?list=P ... pJJ_dlZAG7

And previously taught in towns private schools in the North West to teach design and programming games that after passing the university to continue....

I understood for years :

First Strategy :

Products with less features but with strong and stable codes and having the lowest bugs, much much better than products that are immense features and has many bugs and without Stable.

In previous years, I have analyzed the strengths and weaknesses about Programming and Tools exist in GameEngines.: Unity3 , Unity 4 , Unity 5 , UE3 , UE4 , CryEngine3 -CryEngine 5 , S2Engine HD, Shiva , Torque3D ,Xenko , Lumberyard , Stingray, etc I know it is very difficult to develop an engine, such as the development of an operating system. NOW, how to use it best, when learning is possible for A product ?Imagine I have a "flying saucer" and I have a bike mid-range model. But I can not use them. Because I no have the video tutorials from aliens to will use "flying saucer" . Of course, our neighbor no have video tutorial for me to learn how to use my bike.



Second Strategy :

There are two game engines. video tutorial/Awesome document of this two game engines are very very high and exist a lot video tutorials for two game engine.


If Strategy No .01: Tools and the least bugs in the CryEngine ,if Strategy No. 02: a lot video tutorial/Awesome Document for using the tools in the CryEngine

Be seriously will be consider, The first step will be to popular CryEngine for Creation a lot Great Game with CryEngine.


Unity Technology and Epic Games, very very well used of these two strategies.

This is not the whole story. this story is just beginning.

This is my positive criticism. It is my experience.

Of course, fast and easy to use tools and code in CryEngine an amazing strategy ,For these reasons. I've chosen CryEngine. And because I immigrated to CryEngine Free Game Engine again for a few time.


Third Strategy :


Create a [private or public] schools/university for those interested in game development with CryEngine.

I think is better alongside CryEngine Team Building that at least one school be established at Germany.

In this school to be taught how to create games with CryEngine.

To establish a school, funding is needed , This benefit is great for Crytek.


Huge Goals :


01-This has been an entrepreneur : Because students scholarships will Create the games with CryEngine.(they pay money to crytek)

02-This will spread much more cryengine for People World.

03-Coaches and instructors, video tutorials cryengine in classes can be uploaded on the Internet for People World.

04-This school ,will be Great Reference for schools and universities in other parts of the world.

05-This discovery of errors and bugs with more people at this school have done better.

I hope , This strategy will be useful for cryengine team and crytek.




Fourth Strategy :

Of course, implementation strategies, itself can be a strategy ,and Some of these options can be a good idea and In total, these ideas could form the fourth strategy :

01-Much criticism with a positive approach with complete answers to various questions(Like as Users Questions and My Questions).

02-High diligence outside of regular business(office) hours, this compassion for an organization. In fact, development of the country can be a good option(For example, outside of regular business hours 2 or 3 hours we work, not because of money or organizational promotion,This is For Crytek and Germany)

03-Special thanks to feedback from users who responded cryengine( Insert the name of those who are not crytek employees But those who are trying to help crytek / ce team - in the each publish or release version)

04- crytek finding new employees "time" more than gold, valuable know(The psychological questions when hiring discovered this option. However, psychologists can contribute to employment questions.)

I do not know. It really is worth strategy for the crytek. But say it's better than nothing.

Hopefully, the expression of these strategies is valuable to crytek.



Strategy Fifth :

01- a new Visual Scripting Language like as schematyc (Independent of C++ and Independent of C#) , for a example : Blueprint UE4 .

if you read about autodesk stingray , flownode visual scripting in the stingray is not Independent of Lua , so you can NOT make games only with flownode ( at least version 1.7 stingray), you must use both(lua and flownode in the stingray) ,so flownode stingray is very bad because flownode is not Independent of Lua scripting in the stingray :-( but Blueprint UE4 is Great , because Blueprint is Independent of C++ Completely.

02-an "Export Game.exe" option in the File menu like as Unity 3D , very easy to export a game , please see :

Image

Image


An architectural project interaction with the environment and with the ability to change the environment by Ahmad Karami

https://www.youtube.com/watch?v=lFMZwnV ... 2s&index=2


So, These two options are very important priorities than other sectors.


Why Strategy fifth is Special?

Today is the era of solo / indie game developers.
Around the world see that most games made by the teams of solo developer or small developer,This "issue" is clear , Please you look statistics and the number of games built in Unity and Unreal Engine 4.

I would recommend to Crytek and CE team ,First, implement Strategy fifth (Special) in the engine,Then add other features to the cryengine.
Thanks a lot CE Team for your hard work :-)

With all respect
a template project CryEngine 5.5
http://www.mediafire.com/file/qddlq5ic8 ... and5.5.rar

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