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CryENGINE 2 features many graphical, physical and animation technologies as well as many gameplay enhancements, some of which include:

  • Volumetric 3D Clouds
  • Real time Ambient Maps with dynamic lighting and no premade shadows
  • 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 preplanning on the player's side
  • Breakable Vegetation (with possibly heavy foliage) enabling players and enemy AI to level entire forests as a tactical maneuver 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 ingame measurements
  • Parametric Skeletal Animation System
  • Procedural Motion Warping

As well as supporting Shader Model 2.0, 3.0 (DirectX 9) and 4.0 (DirectX 10), the engine will be multi-threaded to take advantage of SMP or hyper-threading capable systems. The game will also come in 32-bit and 64-bit versions. Crytek claims that running the 64-bit version will give a performance increase of up to 10-15% per thread. Crytek does not intend to support any sort of Physics Processor such as the AGEIA PhysX. Instead, Crytek have developed their own proprietary physics system, called CryPhysics.

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The weeks sure go by fast!

This past week we've made some great progress in the the areas of the game we've been working on.

Our level designer has made some significant changes to the map area we are focusing on for the alpha version. The plan at this point is to include a small residential along with a neighboring commercial area that consists mainly of some shopping centers and a strip mall. He's also included a swampy area that is looking pretty neat and I'm pretty excited about. I'm including a small image of the residential area, but be warned this is a very early alpha version and everything you see will be changed or improved with it. Essentially what we're doing for the alpha is trying to incorporate small areas that show what we're capable of doing and that will be representative of what the final game will look like. That is also how we determined the list of weapons for the alpha - just a good variety of several weapon types.

Our texture artist has been very busy and has added a lot of textures that we've started using on the map. Most of them are geared towards the residential area to date, but as more of residential area gets finished we'll work on textures for the other areas of the map.

I also added some more prone animations to the game from our animator and was testing them this week. We don't have the resources to use a mocap studio, so we're doing the best we can with handmade animations, but I think they are looking really good so far. I was testing some of the prone animations in the swamp area earlier today (just my head was above the water) and I felt like an alligator waiting for its prey to come by. I will definitely include some video in a future update with some of the animations, but I keep waiting until we get more of them finished.

Latest Images for Miscreated

As for the crafting/construction system, it's coming together beautifully and it's another area of the game we're very excited for. In fact, in the screenshot of the residential area, the walls across the road were all placed using the construction system. We still have a lot of work to do do get the construction system to the point we want it at, but it's being improved almost daily at this point. Here's roughly how it works though: You take some materials from your inventory and drag them into the crafting window and then craft them into a construction object - the walls in the screenshot in this case. You then select the crafted object in your inventory and it will appear in the world in front of you (only the person placing the item can see it at this point). As you move around it constantly stays a fixed distance in front of you. You can also rotate the object by holding the left-alt key and moving the mouse to the sides. Once the object is where you want it at, just press the left mouse button and the object appears in the game. It's pretty simple and fast to use overall. This is also the way you pitch a tent.

Our flash developer has been busy working on the main menus for the game and we're hoping to start integrating them into the new backend server/database in the next few days. Once that is done then it can be used to enter in serial numbers and create accounts on our servers that the game server will recognize.

Here is the screenshot of the residential test area (very early version and a serious WIP, but we wanted to show a little sneak peek this week):

Latest Images for Miscreated

Development Update for Miscreated (03/29/2013)

Development Update for Miscreated (03/29/2013)

News 1 comment

Our weekly development update is now live! This week I discuss the current state of the server as well as the progress on animations (first and third...

WRECKAGE STANDALONE - Gamer Reviews/Videos

WRECKAGE STANDALONE - Gamer Reviews/Videos

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As of now the standalone version of the popular Crysis singleplayer modification Wreckage is available for download.



News 56 comments

As of now the standalone version of the popular Crysis singleplayer modification Wreckage is available for download.



News 7 comments

In April 2012 this single-player campaign will be released as a standalone download.

Comments  (0 - 10 of 59)

Soldier of Fortune - Payback is not made on Cryengine 2 was made on CloakNT 3D, engine of Chaser!

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other than it crashing whenever I save it's pretty freakin great

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pretty good but frostbite 1 is alot better thougth but its really good for its age really good

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Still one of the best engines :)

Too bad that consoles ruined Cryengine 3 :(

Reply Good karma Bad karma+3 votes

better than frostbite 2.... sad a 6 year old engine...

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The Germans have got some amazing talent. But not sure about CryEngine 2 beating Frostbite 2 engine.

Maybe CryEngine 3?

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it does beat frostbite 2.....

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but tese guys only work on their graphics really frostbite is a different type of gaming overall

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Amazing world design, Looks so fresh and colourfull. I like, I like alot :)

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Can Elder Scrols 4 Oblivion be mixed with cry engine 2 for better graphic?

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Maybe... It would take a bit of modding and time, but you could use scripting from the Crysis SDK to improve Oblivion's APPEARANCE. Things like textures and models can easily be changed, the AI and such will stay the same.

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