Something went wrong. Try again later
    Follow

    CryEngine 2

    Concept »

    The game engine that powers Crysis and several other upcoming games.

    Short summary describing this concept.

    No recent wiki edits to this page.

    Overview

    CryEngine2 is a game engine. It is an updated version of the CryEngine (which was used in Far Cry). CryEngine2 has been used for Crysis and Crysis Warhead (an expansion of Crysis).

    CryEngine is also being used by a Swedish developer Mindark, for use in their MMORPG, Entropia Universe.

    Features

    • Volumetric 3D Clouds
    • Real time Ambient Maps with dynamic lighting and no pre-made shadows
    • Screen Space Ambient Occlusion
    • 3D Ocean Technology dynamically modifies the ocean surface based on wind and wave direction and creates moving shadows and highlights underwater
    • Depth of field to focus on certain objects while blurring out the edges and far away places
    • Vector motion blur on both camera movement and individual objects
    • Dynamic soft shadows with objects casting realistic shadows in real time
    • Realistic Facial Animation that can be captured from an actor's face
    • Subsurface scattering
    • Breakable Buildings allowing more tactical pre-planning on the player's side
    • Breakable Vegetation (with possibly heavy foliage) enabling players and enemy AI to level entire forests as a tactical manoeuvre or other purposes
    • Advanced Rope Physics showcasing bendable vegetation responding to wind, rain or character movement and realistically interactive rope bridges
    • Component Vehicle Damage giving vehicles different destroyable parts, such as tires on jeeps or helicopter blades
    • HDR lighting
    • Fully interactive and destructible environments
    • Advanced particle system with fire or rain being affected by forces such as wind
    • Time of Day Lighting, with sunrise, and sunset effects ensuring realistic transition between daytime and nighttime
    • Lightbeams and Shafts when light intersects with solid or highly detailed geometry, and can generate "Godray" effects underwater
    • Parallax Occlusion Mapping giving a greater sense of depth to a surface texture, realistically emphasizing the relief surface structure of objects
    • Long Range View Distance of up to 16km from in-game measurements
    • Parametric Skeletal Animation System
    • Integrated CryEngine Sandbox2 Editor: Run time engine is fully integrated into the CryEngine Sandbox2 editor to give designers WYSIWYG functionality.
    • Renderer: integrates indoor and outdoor technology seamlessly. Offers rendering support for DirectX 9/10, Xbox 360, PS3.
    • Physics System: supports vehicles, rigid bodies, liquid, rag doll, cloth and soft body effects. The system is integrated with the game and tools.
    • Animation System: Playback and blending between motion data (captured or key framed) combined with inverse kinematics (using biomechanical hints) and physical simulations. Special attention was applied to realistic human animation (e.g. adapting to uneven terrain, eye tracking, facial animation, leaning when running around corners, natural motion transitions).
    • AI System: Enables team based AI and AI behaviors defined by scripts. Ability to create custom enemies and behaviors without touching the C code.
    • Data-driven Sound System: Complex sounds can be easily created and offer innovative use and impression in studio quality in any available surround configuration. Multi-platform compatibility is guaranteed by FMOD’s sound library.
    • Interactive Dynamic Music System: Improved playback of music tracks by an arbitrary logic that can react on any game events and support the player to experience a film-like sound track (possibly encoded in Dolby Digital 5.1).
    • Environmental Audio: Achieve a dense sound impression by accurately reproduced sounds from nature with seamless blending between environments and their effects from interior/exterior locations.
    • Network Client and Server System: Manages all network connections for the multiplayer mode. It is a low-latency network system based on client/server architecture. The module was completely rewritten to accomplish the demands of next-generation multiplayer games.
    • Shaders: A script system used to combine textures in different ways to produce visual effects. Supports real time per-pixel lighting, bumpy reflections, refractions, volumetric glow effects, animated textures, transparent computer displays, windows, bullet holes, and shiny surfaces.
    • Terrain: Uses an advanced heightmap system and polygon reduction to create massive, realistic environments. The view distance can be up to 16km when converted from game units.
    • Voxel Object: Allows creating geometry a heightmap system wouldn’t support, in order to create cliffs, caves, canyons and alien shapes. Voxel editing is as easy as heightmap editing and fast in rendering.
    • Lighting and Shadows: A combination of pre-calculated properties with high quality real time shadows to produce a dynamic environment. Includes high-resolution, correct perspective, and volumetric smooth-shadow implementations for dramatic and realistic indoor shadowing. Supports advanced particles technology and any kind of volumetric lighting effects on particles.
    • Fog: Includes volumetric, layer and view distance fogging even with non homogeneous media to enhance atmosphere and tension.
    • Resource Compiler: Assets become compiled in the platform dependent format by the resource compiler. This allows you to do global changes (e.g. mipmap computation, mesh stripification) depending on presets and platforms without sacrificing loading time.
    • Polybump 2: Standalone or fully integrated with other tools including 3ds max. Creates a high quality surface description that allows very quick extraction of surface features normal maps in tangent-space or object-space, displacement maps, unoccluded area direction, accessibility and other properties.
    • Scripting system: Based on the popular Lua language. This easy to use system allows the setup and tweaking of weapons/game parameters, playing of sounds and loading of graphics without touching the C code.
    • Flow graph: The flow graph system allows the designers to code game logic without touching a line of code. Coding basically becomes connecting boxes and defining properties.
    • Modularity: Entirely written in modular C, with comments, documentation and subdivisions into multiple DLLs.
    • Multi-threading: Support for multithreaded, multicored, or multiprocessor CPU(s), which improves many aspects of the game such as AI and physics by speeding up CPU computations. One huge advantage to the CryEngine2 is that it will detect the number of threads the CPU(s) have and will then equally distribute code out across all of the threads.
    • 64-bit: Supports 64-bit OS to allow more memory being utilized.
    sizepositionchange
    sizepositionchange
    positionchange
    positionchange
    positionchange
    bordersheaderpositiontable
    positionchange

    This edit will also create new pages on Giant Bomb for:

    Beware, you are proposing to add brand new pages to the wiki along with your edits. Make sure this is what you intended. This will likely increase the time it takes for your changes to go live.

    Comment and Save

    Until you earn 1000 points all your submissions need to be vetted by other Giant Bomb users. This process takes no more than a few hours and we'll send you an email once approved.