Learn CRYENGINE with Real Code Examples
Updated Nov 24, 2025
Architecture
Sandbox Editor -> full visual world-building
Entity -> base game object
Component -> attachable system behavior
Flow Graph/Schematyc -> visual scripting
Renderer/Physics -> core engine systems
Rendering Model
Forward and deferred rendering
PBR pipeline
Global illumination
Advanced shadows and reflections
Volumetric effects
Architectural Patterns
Entity-component architecture
Task-driven AI/physics loops
Event-based input system
Visual scripting workflow
Shader-based rendering pipeline
Real World Architectures
AAA shooter engines
VR architectural walkthroughs
Industrial simulation platforms
Research visualization engines
Photorealistic game demos
Design Principles
AAA-quality graphics
Modular and flexible entity system
Visual workflow via Sandbox Editor
Cross-platform performance
Full developer control with source code
Scalability Guide
Use LOD and culling for assets
Stream textures/models
Optimize physics iterations
Use instancing for repeated objects
Batch draw calls for performance
Migration Guide
Upgrade from older CryEngine versions
Adapt old Lua/C++ scripts
Update deprecated Flow Graph nodes
Adjust materials/shaders
Verify console/VR deployment