CRYENGINE 5.2 Available
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Latest comments
by Jamie Gibson
10 hours ago

Hi Elliott, This is a great breakdown and very generous in sharing your process and insights, you came a long way from the vending machine days!

Are you planning on releasing the UE4 project to the public? Or only builds? I'd love to play around with it in the editor if possible!

by mr. Awesome
16 hours ago

Fucking AWESOME!

CRYENGINE 5.2 Available
26 August, 2016
News

Crytek has released v5.2 of its popular game engine called CRYENGINE. Working with the community feedback, the company has added some long requested features making CRYENGINE even better. 

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Let’s take a look at some of the newest features.

Animation: FBX Import Pipeline Support for Materials and Animations

Building upon the FBX Importer support for static meshes in 5.0, users are now able to quickly and easily import materials and full animations. The importer automatically converts and saves all files in the appropriate Cry-formats, thus making the process as straightforward and as efficient as possible. 

VCloth 2.0 is a new attachment for the existing Character Tool that gives users vastly expanded options when it comes to placing accurately simulated cloth onto their characters. The initial setup in Maya uses vertex colors to constrain cloth vertices. After exporting the cloth as a skin file, the cloth can then be set up directly in the Character Tool. 

Animation: Constraints on Live Characters

This new feature allows users to place restraints such as ropes or shackles on characters that will physically and accurately affect their animations. The rigid body solver now recognizes rigid bodies that are part of an articulated structure and uses callbacks to calculate their contact matrices and apply impulses (based on spatial Featherstone algebra). If some constraints involve pure physical (simclass 2) objects, the character will be simulated in the same group as them. Otherwise, it’ll use an isolated call to InvokeContactSolver.

Content: New C++ Starter Templates

CRYENGINE 5.2 includes 5 brand new C++ based templates for a variety of genres and camera perspectives. The Company has stripped out as much unnecessary code as is possible to give developers a clean canvas that they can achieve their vision on, hence getting started will be fast and as easy as is possible.

For each template that uses a character Crytek has partnered with Mocap Online to provide their default character and a Rifle Locomotion Pack to get you up and running with a bare bones mannequin setup.

The Templates include:

  •     First-person camera template
  •     Third-person camera template
  •     Sidescroller camera
  •     Top-Down camera template
  •     Rolling Ball physics template

 

Documentation

The company has included some detailed (and highly requested) starter documentation for the CE# framework.

CE# UI System Tutorials 

CE# Entity Creation 

Core: CryPlugin System – BETA

With CryPlugin System the engine will support Plugins that are written in both C++ and C#, and in the same way. These are managed through the new CryPluginManager which is part of CrySystem. With this system it will be much easier for people to extend the Engine and without the need for great C++ skills.
Sandbox: Particle Editor
In CRYENGINE 5.0, the Particle Editor was given its own, brand new, node-based UI. This UI has now been further refined and given a style overhaul to make it fall into line with how the CRYENGINE node-based tools will look in the future. 

Rendering: Extended Analytical Occluders Support for SVOGI -BETA

5.2 brings further improvements to the popular SVOGI feature (as seen in games such as KINGDOM COME: Deliverance, MISCREATED and WOLCEN: Lords of Mayhem). For this release the company has greatly extended the usage of analytical occluders, which can lead to major improvements to the quality and resolution of indirect shadows while avoiding some of the common problems of working with voxel-based global illumination.

screenshot0031

Rendering: Detailed Screen Space Shadows (DSSS)

5.2 marks the official release of detailed screen space shadows as a fully documented and supported feature. DSSS works in conjunction with regular shadow maps to prevent common problems such as shadow bias and low resolution. This is especially common with character’s faces, where DSSS allows a more performance-efficient way to handle such issues.

Source: Crytek

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