Using GameSDK with Custom Engine

This article covers a detailed walk through of the steps required to successfully compile and run the gamesdk sample project with a custom engine cloned from GIT. Note: We will not move the gamesdk source code, but will refer to assets located in an external project folder. In addition to the steps required for C++ projects you will need to:

  1. Download the CRYENGINE GameSDK Sample Project through the CRYENGINE Launcher i.e. from "Library/My Assets" Note: If you have not previously downloaded the CRYENGINE GameSDK Sample Project then you will have to do this first. It can be downloaded free of charge from the CRYENGINE Asset Database. You can easily locate the path of the asset by selecting "Reveal in Explorer" from the samples drop-down list
  2. Go to the newly downloaded GameSDK Sample Project folder and modify your project.cfg's "engine_version=local"
  3. Since we are building the GameSDK using the default WAF settings you will also need to modify project.cfg's "sys_dll_game=CryGameSDK"
  4. Run cry_waf.exe from the custom engine folder and create a game_sdk project. Open the generated solution and compile [GameSDK] Profile x64
  5. Add the following Visual Studio project property to your Debuging/Command Arguments -projectroot "path_to_gamesdk_sample_downloaded_from_asset_database"
  6. Add "r_width=1280", and "r_height=720" to system.cfg

You can now run your game project using a custom engine from Visual Studio or the Game.bat file. To load a map type "+map woodland" into the in-game console.