CRYENGINE - Cry-Adam
Hi everyone!

Just a short message to let you know the small update made today was the hotfix for 3.7.0 which brings the build number up to 186.

Included in this hotfix is re-enabling the Steam lobby, adding a WAF spec for dedicated server and enabling signed/encrypted .pak files in Release mode.

We hope to bring you more good news about the next big release soon but in the mean time, enjoy your long weekend (if you're lucky enough to get one this weekend!) and as always, we welcome your feedback on CRYENGINE!

http://www.cryengine.com/community/viewforum.php?f=369

- Crytek
CRYENGINE - Cry-Adam
Hi everyone!

Just a short message to let you know the small update made today was the hotfix for 3.7.0 which brings the build number up to 186.

Included in this hotfix is re-enabling the Steam lobby, adding a WAF spec for dedicated server and enabling signed/encrypted .pak files in Release mode.

We hope to bring you more good news about the next big release soon but in the mean time, enjoy your long weekend (if you're lucky enough to get one this weekend!) and as always, we welcome your feedback on CRYENGINE!

http://www.cryengine.com/community/viewforum.php?f=369

- Crytek
CRYENGINE - Cry-Adam
Hey all,

Welcome to our first big update of 2015 - yes, the much-anticipated CRYENGINE 3.7 is here! We also want to give you a short synopsis of our GDC adventures, and the great Engine-as-a-Service users that joined us to promote their games at our booth.

CRYENGINE 3.7 is out

Let’s dive right in with the big news- all subscribers can now download the new 3.7 build, which brings several new features as well as lots of fixes and optimizations, across all parts of the engine. Let’s look at some of the highlights of this new build:

Character Tool

This new tool unifies the previous Character Editor, the Animation Importer, the Animation Compression Editor and the DBA Editor in one comprehensive tool, with a completely reworked UI (for more information see Character Tool).

Audio Translation Layer

With the Audio Translation Layer allowing users to use any audio middleware of their choice – and even switching between them at run-time, in an industry-first – we have added a SDL_Mixer implementation as a free alternative to Wwise. It has never been easier to implement your audio middleware into CRYENGINE using its Audio Controls Browser.

Improved Temporal Anti-Aliasing

Our improved Temporal AA technique that shipped with Ryse PC is available now in CRYENGINE 3.7. With just a minimal performance overhead, it provides a vastly more stable image by applying projection matrix jittering.

All-new map: Woodland

We have replaced our venerable Forest level with the all-new Woodland. Built up from the ground with full support for Physics-Based Rendering, we hope that this new environment will inspire or users in the creation of their own worlds.

You can find more about all this, additional new assets and a long list of other improvements in our full release notes:

http://docs.cryengine.com/display/SDKDOC1/EaaS+3.7.0

As always, we are grateful for your feedback, so please keep sharing it with us on the CRYENGINE.com forums!

Indie Developers joined Crytek at GDC

We had a great time at the annual Game Developer’s Conference earlier this month- not only did we get to show our well-received "Back to Dinosaur Island" VR demo to attendees, but we also had the chance to show some of the best indie games that are currently being created by talented developers using CRYENGINE.

https://www.youtube.com/watch?v=m-nwgZ2dm8Y

So thanks to all who joined us. We hope to have many more opportunities to show of the creativity and passion of our development community in the future! If you work on a great game that you feel we should see, chat to us on our forums or on Twitter!

Entrada Interactive – Miscreated - http://miscreatedgame.com/
Gas Image – On Your Own - http://gasimage.com/on-your-own-project/
Liminal Games – The Memory of Eldurim - http://liminalgames.com/
Neon Serpent – ULTRAWORLD - http://visit-ultraworld.com/
Solarfall Games – Umbra - http://umbragame.com/home/

You can find a full recap of our GDC show here:

http://crytek.com/blog/gdc-2015-round-up-crytek--s-monster-week-in-san-francisco

Thanks for reading!

All the best,

The CRYENGINE Team
CRYENGINE - Cry-Adam
Hey all,

Welcome to our first big update of 2015 - yes, the much-anticipated CRYENGINE 3.7 is here! We also want to give you a short synopsis of our GDC adventures, and the great Engine-as-a-Service users that joined us to promote their games at our booth.

CRYENGINE 3.7 is out

Let’s dive right in with the big news- all subscribers can now download the new 3.7 build, which brings several new features as well as lots of fixes and optimizations, across all parts of the engine. Let’s look at some of the highlights of this new build:

Character Tool

This new tool unifies the previous Character Editor, the Animation Importer, the Animation Compression Editor and the DBA Editor in one comprehensive tool, with a completely reworked UI (for more information see Character Tool).

Audio Translation Layer

With the Audio Translation Layer allowing users to use any audio middleware of their choice – and even switching between them at run-time, in an industry-first – we have added a SDL_Mixer implementation as a free alternative to Wwise. It has never been easier to implement your audio middleware into CRYENGINE using its Audio Controls Browser.

Improved Temporal Anti-Aliasing

Our improved Temporal AA technique that shipped with Ryse PC is available now in CRYENGINE 3.7. With just a minimal performance overhead, it provides a vastly more stable image by applying projection matrix jittering.

All-new map: Woodland

We have replaced our venerable Forest level with the all-new Woodland. Built up from the ground with full support for Physics-Based Rendering, we hope that this new environment will inspire or users in the creation of their own worlds.

You can find more about all this, additional new assets and a long list of other improvements in our full release notes:

http://docs.cryengine.com/display/SDKDOC1/EaaS+3.7.0

As always, we are grateful for your feedback, so please keep sharing it with us on the CRYENGINE.com forums!

Indie Developers joined Crytek at GDC

We had a great time at the annual Game Developer’s Conference earlier this month- not only did we get to show our well-received "Back to Dinosaur Island" VR demo to attendees, but we also had the chance to show some of the best indie games that are currently being created by talented developers using CRYENGINE.

https://www.youtube.com/watch?v=m-nwgZ2dm8Y

So thanks to all who joined us. We hope to have many more opportunities to show of the creativity and passion of our development community in the future! If you work on a great game that you feel we should see, chat to us on our forums or on Twitter!

Entrada Interactive – Miscreated - http://miscreatedgame.com/
Gas Image – On Your Own - http://gasimage.com/on-your-own-project/
Liminal Games – The Memory of Eldurim - http://liminalgames.com/
Neon Serpent – ULTRAWORLD - http://visit-ultraworld.com/
Solarfall Games – Umbra - http://umbragame.com/home/

You can find a full recap of our GDC show here:

http://crytek.com/blog/gdc-2015-round-up-crytek--s-monster-week-in-san-francisco

Thanks for reading!

All the best,

The CRYENGINE Team
CRYENGINE - MarcelH

Hey all,

as you know, the team has been busy working on CRYENGINE 3.7, and today we want to give you a look at some of the new features that will be included in this build (in addition to a large number of fixes, improvements and optimizations).

Character Tool
First up is the new Character Tool, which combines the functionality of several previous tools (Character Editor, Animation Importer, Animation Compression Editor, DBA Editor) into one new tool, with a completely reworked and improved user interface. Also included is asset browsing for all your animation related files.

SDL_Mixer added as a free alternative to Wwise
Our Audio Translation Layer (ATL) has already allowed you to hook up any audio-middle ware of your choice into CRYENGINE, but with 3.7 we are adding built-in support for SDL_mixer as a free and simple alternative to the existing Wwise implementation.

You can see the ability to switch the audio-middleware at runtime in the below video that our Lead Audio ProgrammerThomas took for fun.

https://www.youtube.com/watch?v=cEyn5YHbgI4

Improved Temporal Anti-Aliasing
With 3.7, we are introducing the improved Temporal Anti-Aliasing that was shipped with the PC version of Ryse: Son of Rome into Engine-as-a-Service, offering a greatly improved image quality at minimal performance cost.

Lighting on transparent objects
When tiled forward shading is enabled, glass will now receive direct lighting (including shadows) and probe-based ambient, making it look a lot more consistent with standard opaque objects.

CryDesigner
While not a new feature, we have greatly expanded the functionality of CryDesigner with the addition of the Subdivision tool.

We will have more news on the 3.7 release soon. For now, have a great weekend!

Thanks,
The CRYENGINE Team
CRYENGINE - MarcelH

Hey all,

as you know, the team has been busy working on CRYENGINE 3.7, and today we want to give you a look at some of the new features that will be included in this build (in addition to a large number of fixes, improvements and optimizations).

Character Tool
First up is the new Character Tool, which combines the functionality of several previous tools (Character Editor, Animation Importer, Animation Compression Editor, DBA Editor) into one new tool, with a completely reworked and improved user interface. Also included is asset browsing for all your animation related files.

SDL_Mixer added as a free alternative to Wwise
Our Audio Translation Layer (ATL) has already allowed you to hook up any audio-middle ware of your choice into CRYENGINE, but with 3.7 we are adding built-in support for SDL_mixer as a free and simple alternative to the existing Wwise implementation.

You can see the ability to switch the audio-middleware at runtime in the below video that our Lead Audio ProgrammerThomas took for fun.

https://www.youtube.com/watch?v=cEyn5YHbgI4

Improved Temporal Anti-Aliasing
With 3.7, we are introducing the improved Temporal Anti-Aliasing that was shipped with the PC version of Ryse: Son of Rome into Engine-as-a-Service, offering a greatly improved image quality at minimal performance cost.

Lighting on transparent objects
When tiled forward shading is enabled, glass will now receive direct lighting (including shadows) and probe-based ambient, making it look a lot more consistent with standard opaque objects.

CryDesigner
While not a new feature, we have greatly expanded the functionality of CryDesigner with the addition of the Subdivision tool.

We will have more news on the 3.7 release soon. For now, have a great weekend!

Thanks,
The CRYENGINE Team
CRYENGINE - MarcelH
Hey all,
today we want to talk about our latest update, Crytek's GDC plans and some open positions- so let's get right to it!

CRYENGINE 3.6.17
You can find the full Release Notes for this build on our Docs Website.

Again, these smaller updates are mainly intended to fix issues that are causing trouble for our users, while the main focus of the team is the much meatier 3.7 update (more on that in the future).

Crytek at GDC
The 2015 Game Developer's Conference in San Francisco is approaching fast, and Crytek will be there to show the world some exciting things we have been working on. As announced last week, we will bring a new VR demo, news on CRYENGINE for Android as well as interesting talks from some of our licensees- so if you are at GDC, make sure to drop by and say Hi! More details are in our GDC Press Release.

Crytek wants you: Open Positions
We are currently hiring for many different positions across several of our studios, and those with CE expertise are always in high demand. So if you are ready for a new professional challenge, take a look at our career section to see if we currently need your talents.

One important position that we want to draw special attention to is that of CRYENGINE Community Manager.This person will play an important role in improving our community offerings and interactions with the Cryengineer community, so if this sounds interesting to you or to someone you know- apply today!

Until next time
The CRYENGINE Team
CRYENGINE - MarcelH
Hey all,
today we want to talk about our latest update, Crytek's GDC plans and some open positions- so let's get right to it!

CRYENGINE 3.6.17
You can find the full Release Notes for this build on our Docs Website.

Again, these smaller updates are mainly intended to fix issues that are causing trouble for our users, while the main focus of the team is the much meatier 3.7 update (more on that in the future).

Crytek at GDC
The 2015 Game Developer's Conference in San Francisco is approaching fast, and Crytek will be there to show the world some exciting things we have been working on. As announced last week, we will bring a new VR demo, news on CRYENGINE for Android as well as interesting talks from some of our licensees- so if you are at GDC, make sure to drop by and say Hi! More details are in our GDC Press Release.

Crytek wants you: Open Positions
We are currently hiring for many different positions across several of our studios, and those with CE expertise are always in high demand. So if you are ready for a new professional challenge, take a look at our career section to see if we currently need your talents.

One important position that we want to draw special attention to is that of CRYENGINE Community Manager.This person will play an important role in improving our community offerings and interactions with the Cryengineer community, so if this sounds interesting to you or to someone you know- apply today!

Until next time
The CRYENGINE Team
CRYENGINE - Matthijs
Hey all,

we have just uploaded a new update that fixes a few issues you have been reporting:

Editor
• Fixed: No longer export all vegetation-object's static-object-groups to all surface-types that have at least one vegetation-object using the same static-object applied to it (CE-5348).

Engine
• Fixed: (Particles) Division overflow in targeting code, when radius is very near target radius (CE-5353).
• Fixed: (Occlusion) Sign fix to speed up occlusion culling (CE-5210).

Audio
• Fixed: Ref counting of AFCM entries, blocking load requests now cause a blocking stream as well (CE-4570).

Game
• Fixed: (AISystem) CollisionAvoidanceSystem: Removed a heuristic to minimize the case where an agent would get stuck at a side of a corridor when avoiding a standing agent (the constraint line no longer changes suddenly) (CE-5300).

As always, please leave us your feedback in the „Latest Build Feedback“ forum

Have a great weekend, and until next time
The CRYENGINE Team
CRYENGINE - MarcelH
Hey all,

we have just uploaded a new update that fixes a few issues you have been reporting:

Editor
• Fixed: No longer export all vegetation-object's static-object-groups to all surface-types that have at least one vegetation-object using the same static-object applied to it (CE-5348).

Engine
• Fixed: (Particles) Division overflow in targeting code, when radius is very near target radius (CE-5353).
• Fixed: (Occlusion) Sign fix to speed up occlusion culling (CE-5210).

Audio
• Fixed: Ref counting of AFCM entries, blocking load requests now cause a blocking stream as well (CE-4570).

Game
• Fixed: (AISystem) CollisionAvoidanceSystem: Removed a heuristic to minimize the case where an agent would get stuck at a side of a corridor when avoiding a standing agent (the constraint line no longer changes suddenly) (CE-5300).

As always, please leave us your feedback in the „Latest Build Feedback“ forum

Have a great weekend, and until next time
The CRYENGINE Team
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