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In other words, at the moment it's sparse, very selective and frequently out of date. And existing documentation seems to be aimed at two types of people:
* Experienced devs who already know how to do what they're setting out to do and just need some CE specific process information for adapting their work over to CE.
* Hobbyists who just want to mess around and use the sandbox editor as a ramped up level editor, and have no interest or inclination toward anything else.
Anything in between isn't really catered to at all in the documentation or other resources.
For myself, coming from the Unity Engine it's actually somewhat baffling how under documented and overlooked the entire thing is. Especially considering there was a 2 or 3 month lead up between EaaS being announced and it being released as a paid service.
During which it seems there are zero documentation prep work done, except merging some areas together and leaving the information itself pretty much "As was" even the parts referencing to the sheer basics of getting started not even being accurate anymore.
They have been updating the technical documentation this past week. So if you have a lot of patience I would give it go, CryEngine has a LOT of potential. If you have questions ask the community until the developers can catch up.
CryDev community forum: http://www.crydev.net/viewforum.php?f=295
At the moment a large bulk of the information and examples there are still from older SDK versions specifically the free SDK, but already some more recent and put together tutorial/explaination series are showing themselves, which will hopefully be seen through and not dropped after the first few videos.
This one caught my attention for example as exactly the kind of thing I'm looking for as a basis of how to apply things directly to Cryengine to then move on with my ideas and needs: http://www.crydev.net/viewtopic.php?f=291&t=123898
Whilst that's presented more as a 'learning C++' series, the fact it's all based around utilisation of CryEngine will hopefully lead to a lot of extra context being supplied on the foundations of how to move deeper into developing with the engine.
As that's the area which is sorely lacking in documentation and a lot of the past community resources I've found, there's really no "Where to find elements that deal with xxxx within the SDK and provided source code" or "What direction to look into if you want to begin developing your ideas into a proper project using CryEngine".
Because what I'm wanting to develop is by no means a FPS, there's going to need to be a fair bit of leg work on my part... but the official documentation and resources provided don't really even establish the areas to look into to even get started with that.
And because I am still a beginner who's extent of familiarity with development is what I've built up utilising Unity and making it my own over the years as it has developed.. I'm left feeling like a fish out of water when moving to CryEngine to see what it offers.
Indeed.
Hopefully it's something that will be expanded on as they get a better feel of where a lot of the interest in CryEngine is coming from and the shortcomings of the current documentation and resources to make CryEngine accessible to that audience.
Unfortunately it doesn't really help matters right here and now, which is made more critical given the cost model involved in accessing CryEngine means that 'sitting back and waiting for them to catch up' isn't really a viable option as maintaining access to the SDK is a monthly expenditure.