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==Features== {{columns-list|colwidth=22em| *Simultaneous [[WYSIWYG]] on all platforms in sandbox editor<ref name="sandbox">{{cite web|url=http://mycryengine.com/index.php?conid=53 |title=CryENGINE 3 Technology |url-status=dead |archive-url=https://web.archive.org/web/20120301145415/http://mycryengine.com/index.php?conid=53 |archive-date=2012-03-01 }}</ref> *"Hot-update" for all platforms in sandbox editor<ref name="sandbox"/> *Material editor<ref name="sandbox"/> *Flow graph<ref name="sandbox"/> *Track View Editor<ref name="sandbox"/> *Procedural placement tools and cover generation<ref name="sandbox"/> *Integrated vegetation and terrain cover generation system<ref name="sandbox"/> *[[Real-time computer graphics|Real time]] soft [[particle system]] and integrated FX editor<ref name="sandbox"/> *Road and river tools<ref name="sandbox"/> *Vehicle creator<ref name="sandbox"/> *Fully flexible time of day system<ref name="sandbox"/> *Streaming<ref name="performance">{{cite web |url=http://mycryengine.com/index.php?conid=50 |title=CryENGINE 3 Technology |access-date=2012-02-16 |archive-url=https://web.archive.org/web/20121004193425/http://mycryengine.com/index.php?conid=50 |archive-date=2012-10-04 |url-status=dead }}</ref> *Performance Analysis Tools<ref name="performance"/> *Visual Budget System<ref name="performance"/> *[[Multi-core]] support<ref name="performance"/> *Sandbox development layers<ref name="performance"/> *[[Software rendering#Pre-rendering|Offline rendering]]<ref name="performance"/> *Resource compiler<ref name="performance"/> *Natural lighting and dynamic [[soft shadows]] with [[penumbra]]<ref name="visuals">{{cite web|url=http://mycryengine.com/index.php?conid=8 |title=CryENGINE 3 Technology |url-status=dead |archive-url=https://web.archive.org/web/20120422214300/http://mycryengine.com/index.php?conid=8 |archive-date=2012-04-22 }}</ref> *[[Irradiance]] Volume<ref name="visuals"/> *[[Deferred shading|Deferred lighting]]<ref name="visuals"/> *[[Real-time computer graphics|Real time]] dynamic [[global illumination]]<ref name="visuals"/> *[[Eye adaptation]] and [[High-dynamic-range rendering|high-dynamic-range (HDR) lighting]]<ref name="visuals"/> *[[Screen space ambient occlusion]]<ref name="visuals"/> *[[Color grading]]<ref name="visuals"/> *"Uber Shader" technology<ref name="visuals"/> *Blend Layer<ref name="visuals"/> *[[Normal mapping|Normal maps]] and [[Parallax occlusion mapping|parallax occlusion maps]]<ref name="visuals"/> *[[Motion blur]] and [[depth of field]] with sprite-based [[bokeh]]<ref name="visuals"/> *High quality 3D water<ref name="visuals"/> *Dynamic [[Volumetric lighting|volumetric light beams and light shaft]] effects<ref name="visuals"/> *Volumetric, layer and view distance fogging<ref name="visuals"/> *Screen Space Directional Occlusion (SSDO)<ref name="dx11">{{cite web |url=http://www.mycrysis.com/sites/default/files/support/download/c2_dx11_ultra_upgrade.pdf |title=CryENGINE 3 DX11 upgrade |access-date=2012-02-16 |archive-url=https://web.archive.org/web/20130514141853/http://www.mycrysis.com/sites/default/files/support/download/c2_dx11_ultra_upgrade.pdf |archive-date=2013-05-14 |url-status=dead }}</ref> *[[Tessellation (computer graphics)]] and [[Displacement Mapping]]<ref name="dx11"/> *Screen-space reflections<ref name="dx11"/> *Particles [[motion blur]] and shadows<ref name="dx11"/> *Character animation system<ref name="characters">{{cite web|url=http://mycryengine.com/index.php?conid=17 |title=CryENGINE 3 Technology |url-status=dead |archive-url=https://web.archive.org/web/20120315074305/http://mycryengine.com/index.php?conid=17 |archive-date=2012-03-15 }}</ref> *Character individualisation system<ref name="characters"/> *Parametric [[skeletal animation]]<ref name="characters"/> *Procedural motion warping and [[Inverse kinematics|IK]] solutions<ref name="characters"/> *Facial animation editor<ref name="characters"/> *[[Subsurface scattering]]<ref name="characters"/> *[[Artificial intelligence|AI]] editing system<ref name="AI">{{cite web|url=http://mycryengine.com/index.php?conid=48 |title=CryENGINE 3 Technology |url-status=dead |archive-url=https://web.archive.org/web/20120326180014/http://mycryengine.com/index.php?conid=48 |archive-date=2012-03-26 }}</ref> *Dynamic [[pathfinding]]<ref name="AI"/> *Layer Navigation Mesh<ref name="AI"/> *Automated [[navigation mesh]] generation<ref name="AI"/> *Tactical Point System<ref name="AI"/> *Integrated multi-threaded [[physics engine]]<ref name="Physics">{{cite web|url=http://mycryengine.com/index.php?conid=49 |title=CryENGINE 3 Technology |url-status=dead |archive-url=https://web.archive.org/web/20120101184338/http://mycryengine.com/index.php?conid=49 |archive-date=2012-01-01 }}</ref> *Deformables and soft body physics<ref name="Physics"/> *Interactive and [[destructible environment]]<ref name="Physics"/> *Rope physics<ref name="Physics"/> *In-game sound mixing and profiling<ref name="sound">{{cite web|url=http://mycryengine.com/index.php?conid=52 |title=CryENGINE 3 Technology |url-status=dead |archive-url=https://web.archive.org/web/20120301145838/http://mycryengine.com/index.php?conid=52 |archive-date=2012-03-01 }}</ref> *Data-driven sound system<ref name="sound"/> *Dynamic sounds and interactive music<ref name="sound"/> *Environmental audio<ref name="sound"/> *[[Key frame]]-accurate sounds in animations<ref name="sound"/> *Sound moods<ref name="sound"/> *Water volume caustics<ref name="watercaustics">{{cite web |url=http://docs.cryengine.com/display/SDKDOC2/Water+Volume+Caustics |title=Water Volume Caustics |access-date=2015-09-06 |archive-date=2017-01-01 |archive-url=https://web.archive.org/web/20170101232257/http://docs.cryengine.com/display/SDKDOC2/Water+Volume+Caustics |url-status=live }}</ref> *[[UV mapping]] editor<ref name="uvmap">{{cite web |url=http://docs.cryengine.com/display/SDKDOC2/UV+Mapping+Editor |title=UV Mapping Editor |access-date=2015-09-09 |archive-date=2017-01-01 |archive-url=https://web.archive.org/web/20170101232125/http://docs.cryengine.com/display/SDKDOC2/UV+Mapping+Editor |url-status=live }}</ref> *PBR (Physically Based Rendering)<ref name=PBR>{{cite web|title=PBR|url=http://docs.cryengine.com/display/SDKDOC2/Physically+Based+Shading|website=cryengine.com|publisher=Crytek|access-date=21 December 2015|archive-date=4 March 2016|archive-url=https://web.archive.org/web/20160304213912/http://docs.cryengine.com/display/SDKDOC2/Physically+Based+Shading|url-status=live}}</ref> }}
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