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Published on Dec 24, 2009
CryEngine 3 is a game engine released by Crytek on October 14 2009.
On March 11, 2009, Crytek announced that it would introduce CryEngine 3 at the 2009 Game Developers Conference, held from March 25 to March 27. The new engine is being developed for use on Microsoft Windows, PlayStation 3 and Xbox 360. As for the PC platform, the engine is said to support development in both DirectX 9 and 10. Additional information and technical specifications have yet to be posted on Crytek's Website.
As of June 1, it has been announced that Crysis 2 is being developed by Crytek on their brand new engine. A teaser has been released.
The engine will feature many advanced graphical, physical and animation technologies as well as many gameplay enhancements. These enhancements will make CryEngine 2 obsolete, and is said to lead the way towards a new kind of "realism" in gaming. CryEngine 3 is also set to support DirectX 11. * Simultaneous WYSIWYG on all platforms in Sandbox editor * Hot-update for all platforms in Sandbox editor * Flow graph * Integrated vegetation & terrain cover generation system * Real time soft particle system & integrated FX editor * Road & river tools * Vehicle creator * Multi-core support * Real time dynamic global illumination * Deferred lighting * Natural lighting & dynamic soft shadows * Volumetric, layer & view distance fogging * Normal maps & parallax occlusion maps * Screen Space Ambient Occlusion * "Uber Shader" technology * Eye adaptation & high dynamic range(HDR) lighting * Motion blur & depth of field * Character animation system * Character individualization system * Parametric skeletal animation * Procedural motion warping & IK solutions * Facial animation editor * Subsurface scattering * AI editing system * Dynamic pathfinding * Automated navigation mesh generation * Natural world effects * CGI quality time of day system * High quality 3D water * Dynamic volumetric light beams & light shaft effects * Streaming environments * Integrated multi-threaded physics engine * Interactive & destructible environments * Rope physics * Performance analysis tools * Sandbox development layers * PolyBump * Offline rendering * Resource compiler * Data-driven sound system * In-game mixing & profiling * Dynamic sounds & interactive music * Environmental audio * High Speed Texture Rendering * Key frame-accurate sounds in animations * Sound moods