CryENGINE®3 - THE COMPLETE GAME DEVELOPMENT SOLUTION READY FOR THE NEXT GENERATION
Get Free Tutorials here for beginners
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.
CryEngine 3 Games
|
ArcheAge
ArcheAge is a sandbox MMO currently under
development by XLGames, a studio founded by Jake Song. ArcheAge uses a
combination of CryENGINE 2 and 3 to achieve amazing visuals and physics.
Four Korean closed beta tests have taken place thus far, with a fifth
planned for late Summer 2012.
|
|
Cabal 2
The first MMORPG using CryEngine 3 engine.
|
|
Crysis 2
Set three years after the original Crysis, an
ambushed Marine named Alcatraz dons the famous Nanosuit and fights his
way through an obliterated New York City to stop the alien invasion.
|
|
Crysis 3
A mysteriously resurrected Prophet fights his way
through the now literal jungles of the fallen New York City, continuing
the fight against the malevolent Ceph alien invaders.
|
|
Enemy Front
A new WWII shooter from City Interactive and Stuart Black, the creator of Black. It will use the CryEngine3.
|
|
Everybody's Gone to the Rapture
An open world pure story game set in rural England
during the very second of the apocalypse. It is process of being
developed by the people behind Dear Esther and will utilize Cryengine
3.
|
|
Evolve
Evolve is a co-op FPS under development by Turtle
Rock Studios. News of the game was leaked during THQ's bankruptcy,
during which publishing rights for the game were acquired by Take-Two
Interactive for $11 million.
|
|
Lichdom
The first game from independent developer Xaviant
LLC, it is also one of the first titles to use CryEngine 3.
|
|
MechWarrior Online
The classic mech combat series is being reborn as an online free-to-play game by Piranha Games.
|
|
Nexuiz
Nexuiz (pronounced as simply "Nexus") is a
twitch-based arena first-person shooter set in a Victorian-inspired
alien future where the rules of the battlefield can change at any time.
|
|
Panzar: Forged By Chaos
A class-based fantasy multiplayer game using Cryengine 2.
|
|
Sniper: Ghost Warrior 2
Other than it will run on CryEngine 3, nothing else is known about the game.
|
|
Star Citizen
A space combat flight simulation inspired primarily by the Wing Commander series of games.
|
|
State of Decay
State of Decay is Undead Labs' open-world zombie
survival game that focuses on answering the question, "What would you do
in the face of the zombie apocalypse?"
|
|
Warface
"Warface" is a free-to-play PC-exclusive FPS,
developed by Crytek and published by Trion Worlds. The game is
currently live in Russia and is coming soon to North America.
|