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CryENGINE Game Programming with C++, C#,
and Lua
Table of Contents
CryENGINE Game Programming with C++, C#, and Lua
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Errata
Piracy
Questions
1. Introduction and Setup
Installing Visual Studio Express 2012
Choosing your CryENGINE installation type
Downloading the book's CryENGINE sample installation
What just happened?
Using a custom or newer CryENGINE installation
Verifying that the build is functional
Integrating CryMono (C# support)
Compiling the CryMono project
Loading and initializing CryMono via the CryGame.dll library
Including the CryMono interface folder
Initializing CryMono at start up
Registering flow nodes
Registering your CryDev account
What just happened?
Running the sample application
Editor
Starting the Editor
Launcher
Starting the Launcher
Dedicated server
Compiling the CryGame project (C++)
What just happened?
The CE Game Programming Sample solution breakdown
CryGame
CryAction
CryCommon
The CryENGINE folder structure
PAK files
File query priority
Attaching the debugger
What just happened?
Summary
2. Visual Scripting with Flowgraph
Concept of flowgraphs
Opening the Flowgraph Editor
A tour of the Flowgraph Editor
Components
Terminology
Component categories
Flowgraph types
AI Actions
UI Actions
Material FX
FG Modules
Entities
Prefabs
Creating a flowgraph
The flowgraph entity
Spawning FlowgraphEntity
Attaching a new flowgraph
Adding nodes into flowgraphs
Input and output ports
Port types
Target entities
Linking flownodes
Testing our flowgraph
The stock flownode overview
Building a clock
Listening for player input
Executing on a loop
Flowgraph modules
Creating a module
Calling a module
Module parameters/ports
Custom flownodes
Creating a custom node in C++
Organizing nodes
Creating a new node file
Breaking down of code
The node functions overview
Implementing GetConfiguration
Creating ports
Assigning arrays to the node configuration
Flownode configuration flags
Implementing ProcessEvent
Creating a custom node in C#
Adding inputs
Adding outputs
Implementing Activate
Target entities
Summary
3. Creating and Utilizing Custom Entities
Introducing the entity system
Entity classes
Entities
entityId
EntityGUID
Game objects
The entity pool system
Creating a custom entity
Creating an entity using Lua
Common Lua entity callbacks
Creating an entity in C#
Adding Editor properties
Property folders
Creating an entity in C++
Creating a custom entity class
Implementing a property handler
Entity flownodes
Creating an entity flownode in Lua
Creating an entity flownode using C#
Creating an entity flownode in C++
Registering the entity node
The final code
Game objects
Game object extensions
Creating a game object extension in C++
Activating our extension
Summary
4. Game Rules
Introduction to game rules
IGameRules interface – game rules
Scripting – game modes
Loading a level
Implementing the game rules interface
Registering the game object extension
Creating custom game modes
Scripting
Lua scripting
Invoking methods
Invoking methods with parameters
Getting values returned from Lua
Getting table values
CryMono scripting
Calling methods
Return values
Properties
Fields
Creating a basic game mode in C#
Defining our intention
Creating the actor
Spawning the actor
Handling disconnections
Assigning the player to a team
Implementing Headquarters
Adding the end game event
Creating the Headquarters entity
Detour – trigger bounds and entity areas
Populating the level
Summary
5. Creating Custom Actors
Introducing the actor system
Channel identifiers
Actor spawning
Removing actors
The view system
Linking views to game objects
Creating custom actors
Creating actors in C#
The CryMono class hierarchy
Using native and CryMono actors alongside each other
C++ actor registration
C# declaration
Creating actors in C++
Registering actors
Camera handling
Implementing IGameObjectView
Creating a top-down camera
View rotation
Player inputs
The hardware mouse
Action maps
Listening for action map events
IActionListener
Enabling action map sections
Animated characters
Movement requests
Adding a movement request
The Mannequin animation system
The Mannequin Editor
Preview setup
Creating contexts
Creating fragments
Adding options
Creating and using tags
Appending tags to Options
Saving
Starting fragments
Acquiring the fragment identifier
Queuing the fragment
Setting tags
Forcing actions into requerying options
Debugging Mannequin
Setting up Mannequin for a custom entity
Initializing Mannequin
Loading the controller definition
Setting the active context
Summary
6. Artificial Intelligence
The Artificial Intelligence (AI) system
Scripting
AI actors
Goal pipes
Creating custom pipes
Selecting pipes
Signals
AI behaviors
Sample
IAIObject
Creating custom AI
Registering an AI actor implementation
In C#
In C++
Creating the AI entity definition
AI behaviors and characters
Understanding and using behavior selection trees
Variables
Signal variables
Leaves / behavior queries
Character
NavigationType
Creating custom behaviors
Listening to signals
AI base definition breakdown
The AISample_x table
The Properties table
The AIMovementAbility table
The CreateAI function
The RegisterAI function
Summary
7. The User Interface
Flash movie clips and UI graphs
Elements
XML Breakdown
Actions
Creating a main menu
Creating menu elements
Exposing ActionScript assets
Functions
Events
Variables
Arrays
Exposing MovieClip instances to flowgraph
Creating the UI actions
Creating the state control graph
Creating the MainMenu action
Adding buttons
End result
Engine ActionScript callbacks
Creating UI game event systems
Implementing IUIGameEventSystem
Receiving events
Dispatching events
Dispatching the event
Summary
8. Multiplayer and Networking
The networking system
Network identifiers
Net channels
Net nubs
Setting up a multiplayer game
Starting the server
Dedicated server
Launcher
Connecting to a server via the console
Debugging networked games
Networking using game object extensions
Remote Method Invocation (RMI)
RMI structure
Parameters
Attach type
Server/client separation
Function definition
RMI example
Network aspect serialization
Aspects
Compression policies
Creating a new compression policy
Exposing Lua entities to the network
Net.Expose
Function implementation
Invoking RMIs
On the server
On all clients
On all other clients
Binding our entity to the network
Summary
9. Physics Programming
CryPhysics
Physicalized entity types
Introducing physical entity identifiers
Drawing entity proxies
Entity types
Helper types
Physical entity actions, parameters, and status
Parameters
Actions
Status
Physicalized entity type details
Common parameters
Common actions
Common statuses
Static
Rigid
Wheeled vehicle
Unique parameters
Unique statuses
Unique actions
Living
Unique parameters
Unique statuses
Unique actions
Particle
Unique parameters
Articulated
Unique parameters
Rope
Unique parameters
Soft
Unique parameters
Unique actions
Ray world intersections
The ray_hit struct
Commonly used member variables
Origin and direction
Object types and ray flags
Object types
Ray flags
Allowing multiple ray hits
Creating a physicalized entity
In C++
In C#
Simulating explosions
Summary
10. Rendering Programming
The renderer details
Shaders
Shader permutations
Shader cache
PAK files
Render nodes
Rendering breakdown
Pre update
Post update
Rendering new viewports using render contexts
Rendering
Using the I3DEngine::RenderWorld function
I3DEngine::RenderWorld flags
Shaders
The shader description
Texture slots
Shader flags
Material flags
Engine flags
Runtime flags
Samplers
Using texture slots with samplers
Obtaining a texture
Manipulating static objects at runtime
Modifying materials at runtime
Cloning a material
Material parameters
Shader parameters
Example – Dynamic alpha-test for vegetation
Summary
11. Effects and Sound
Introducing effects
Material effects
Surface types
Adding or modifying surface types
Particle effects
Sound effects
FMOD Designer
Creating and triggering material effects
Automated playback based on physical interactions
Adding new surface types
Effect definitions
Triggering custom events
Animation-based events and effects
Spawning particle emitters
Exporting sounds by using FMod
Adding sounds to the project
Playing sounds
Using SoundSpots
Programmatically playing sound
Sound flags
Sound semantics
Summary
12. Debugging and Profiling
Debugging the game logic
Logging to the console and files
Log verbosity
Global log functions
The persistent debug
C++
C#
CryAssert
Profiling
Profile usages
Profiling in C++
Profiling in C#
The console
Console variables
Registering a CVar
In C++
In C#
Flags
Console variable groups
Cfg structure
System specifications
Console commands
Registering a console command in C#
Arguments
Creating a Console Command in C++
Summary
Index
CryENGINE Game Programming with C++, C#,
and Lua
CryENGINE Game Programming with C++, C#,
and Lua
Copyright © 2013 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or
transmitted in any form or by any means, without the prior written permission of the publisher, except
in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information
presented. However, the information contained in this book is sold without warranty, either express
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liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and
products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot
guarantee the accuracy of this information.
Livery Place
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ISBN 978-1-84969-590-9
www.packtpub.com
Filip Lundgren
Ruan Pearce-Authers
Reviewers
Terry Evans
Chris Parthemos
Hendrik Polczynski
Ross Rothenstine
Acquisition Editor
Sam Wood
Arun Nadar
Technical Editors
Anusri Ramchandran
Project Coordinator
Kranti Berde
Proofreaders
Dirk Manuel
Lindsey Thomas
Indexer
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Graphics
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Abhinash Sahu
Production Coordinators
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Adonia Jones
Cover Work
Adonia Jones
About the Authors
Filip Lundgren is a Technical Director at Poppermost Production AB where he works on SNOW, the
first free-to-play open-world skiing title. Filip has been working with CryENGINE since 2007 with
the release of Crysis 1 SDK, and has developed community tools such as CryMono and the
CryENGINE toolbox.
Writing the book was a great experience and has involved the help of many CryENGINE community
members. Many thanks to the CryDev community and our reviewers for valuable input that helped
shape the book to what it is now.
Ruan Pearce-Authers is a game programmer currently working for Crytek GmbH. In 2009, he began
managing Crytek's development community, and providing technical support for CryENGINE users.
Prior to this, he was active in the Crysis modding community himself, and followed this up by
producing sample projects and additional tools for the Free SDK. He co-developed the CryMono
engine extension to bring support for .NET to the CryENGINE, and the Tanks game sample written
exclusively in C#. At present, Ruan works as part of the development team for Crytek's award-
winning entrance, into the free-to-play market, Warface, in Frankfurt.
I'd like to thank my family, my friends in the industry with whom I've worked on some amazing side
projects, and my wonderful girlfriend, Iulia, for supporting me constantly throughout the authoring of
this book.
About the Reviewers
Terry Evans is a software developer with a degree from the University of Utah. He has a diverse
background as a result of developing solutions in Unix, Linux, Windows, OS/2, Mac OS X, iOS, and
Android, but has always enjoyed developing games the most during his career. He is the founder and
currently lead developer for Entrada Interactive, which is developing a post-apocalyptic, multiplayer,
survival game titled Miscreated using CryENGINE 3. Visit MiscreatedGame.com for more
information on his latest venture.
Chris Parthemos is a recent entrant into the world of game development, but he has worked in
developing content for AAA games for major studios. His educational background includes a Masters
in Interactive Development from the Guildhall at Southern Methodist University, with a focus in
Design and Scripting.
Hendrik Polczynski is a Software Developer from Germany. He has been working on software for
over 10 years. He likes to take on a variety of different areas from industry automation to web, UI,
and game development. You can find his open source projects at github.com/hendrikp or on his
YouTube channel. Hendrik is maintaining a handful of open source projects around the CryDev
community and the CryENGINE 3 FreeSDK. When Hendrik is not working, he is studying for his
B.Sc. degree in Computer Science and Media Application, or helping out with the development of
Miscreated by Entrada Interactive, which is a post-apocalyptic, survival-based MMORPG unlike
anything you've played before.
Ross Rothenstine is an industry software engineer by day and hobbyist game programmer by night.
He has a staunch reputation at his college for turning any major course project into a playable game
by the end of it. He has a focus on Game Engine architecture and how complex subsystems come
about in an elegant manner to make extensible, robust, and most importantly, fun to design games. This
means quite a bit of time, reading, and coffee.
I would like to thank the authors of this book, as the content within it is pure, simple, and most of all,
needed. In my days of wanting to learn CryENGINE programming, and reading the documents and
code by hand, I had wished that a book like this would come about someday.
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Preface
The process of developing and maintaining games has changed very rapidly in the last few years. It
has become more and more common for game developers to license third-party game engines, such as
CryENGINE, in order to focus fully on the game itself.
As the first game engine to ship with a pure What You See Is What You Play (WYSIWYP)
philosophy in mind, CryENGINE focuses on productivity and iteration by allowing developers to
jump directly into their games, previewing changes as they happen, and not waiting for levels and
assets to build.
For a programmer, CryENGINE is the ideal toolset. Development can be done in C++ using the
generous API, allowing developers to jump straight into the code and write high-performing code that
is not limited to obscure scripting languages. Got an idea? Fire up Visual Studio and get right to
work.
What this book covers
Chapter 1, Introduction and Setup, covers getting up to speed with a brief overview of the engine,
detailing its strengths, the possibilities it provides, and a step-by-step guide to set up your
environment.
Chapter 2, Visual Scripting with Flowgraph, introduces you to the visual scripting tool, giving an
easy passage to create game logic in an accessible visual manner.
Chapter 3, Creating and Utilizing Custom Entities, covers the entity system and how to use it to your
advantage. Populate your game world with entities that range from simple physicalized objects to
complex weather simulation managers.
Chapter 4, Game Rules, provides you with an in-depth look into the game rules system, giving you a
standardized template for overarching game and session logic. It also teaches how to implement your
own custom game modes in a variety of languages.
Chapter 5, Creating Custom Actors, details the creation of custom actor classes for both player-
controlled entities and the basis of artificial intelligence.
Chapter 6, Artificial Intelligence, covers the process of creating a living and breathing world by
using the built-in artificial intelligence solution.
Chapter 7, The User Interface, details the process of using Flash and Autodesk Scaleform to spice up
your interface with everything from simple on-screen bitmaps to rendering interactive flash elements
in the game world.
Chapter 8, Multiplayer and Networking, covers the work behind taking the engine online, and
learning how to synchronize the game world across the network.
Chapter 9, Physics Programming, covers the inner workings of the physics system, and the process
of creating physical interactions for everything from the largest of vehicles to the smallest particle
effect.
Chapter 10, Rendering Programming, helps you to learn how the rendering system works, and how
to use it to create and expand everything from render nodes to multiple viewports.
Chapter 11, Effects and Sound, details the workings of the FMod sound engine in use by
CryENGINE, allowing you to implement convincing sound for your project.
Chapter 12, Debugging and Profiling, covers common ways of debugging your game, and the basics
of using the console.
What you need for this book
CryENGINE 3 Free SDK v3.5.4
CryMono v0.7 for CryENGINE 3.5.4
Visual Studio Express 2012
Notepad++
FMod
Who this book is for
This book has been written for developers with a basic working knowledge of using CryENGINE and
its Editor, and in some cases will assume the reader knows about very basic features such as loading
a level in the Editor, and placing an entity. If you have never worked with CryENGINE before, we
recommend either playing around with the CryENGINE Free SDK on your own, or purchasing
CryENGINE 3 Game Development: Beginner's Guide, by Sean Tracy and Paul Reindell.
Conventions
In this book, you will find a number of styles of text that distinguish between different kinds of
information. Here are some examples of these styles, and an explanation of their meaning.
Code words in text are shown as follows: "The GFx element determines which Flash file should be
loaded for the element."
New terms and important words are shown in bold. Words that you see on the screen, in menus or
dialog boxes for example, appear in the text like this: "Once started, the UI graph with the specified
name will be activated, assuming it contains a UI:Action:Start node as shown:"
Note
Warnings or important notes appear in a box like this.
Tip
Tips and tricks appear like this.
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Feedback from our readers is always welcome. Let us know what you think about this book—what
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To send us general feedback, simply send an e-mail to <[email protected]>, and mention the
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Questions
You can contact us at <[email protected]> if you are having a problem with any aspect of
the book, and we will do our best to address it.
Chapter 1. Introduction and Setup
CryENGINE is known as one of the most extensible engines available due to its ability to portray a
vast variety of impressive visuals and gameplay. This makes it an invaluable tool at the hand of a
programmer, where the only limit is one's creativity.
We have created a stripped-down sample installation for the book, which is recommended for users
who are just starting out with the engine. To download it, see the following Downloading the book's
CryENGINE sample installation section.
If you would rather use another build of CryENGINE, such as the latest Free SDK release, please see
the Using a custom or newer CryENGINE installation section later in this chapter. This section will
cover integrating CryMono on your own.
Downloading the book's CryENGINE sample
installation
For this book, we will be using a custom CryENGINE sample as a base for learning the workings of
the engine. Most exercises in the book depend on this sample; however, the working knowledge you
get from this can be applied to the default CryENGINE Free SDK (available at
http://www.crydev.net).
A good way to check this is by starting the Editor and Launcher applications and checking whether the
engine behaves as expected.
Integrating CryMono (C# support)
If you're interested in using the sample code and chapter contents written with C# in mind, you'll need
to integrate the third-party CryMono plugin into your CryENGINE installation.
Note
Note that CryMono is integrated by default in the sample we created specifically for this book.
To begin integrating CryMono, open the Code folder present in the engine root folder. We'll be
placing the source files here, inside a subfolder called CryMono/.
To download the source code, visit https://github.com/inkdev/CryMono and click on Download Zip
(or Clone in Desktop if you prefer using your Git revision control client).
Once downloaded, copy the contents into the Code/CryMono folder we mentioned earlier. If the
folder does not exist, create it first.
When the files have been successfully moved, your folder structure should look similar to this:
Before we compile, we'll need to modify the engine's SSystemGlobalEnvironment struct (this is
exposed using the global gEnv pointer).
To do so, open ISystem.h in the Code/CryEngine/CryCommon/ folder. Find the struct's definition
by searching for the struct SSystemGlobalEnvironment.
Then add the following code to the very end of the struct's members and functions:
struct IMonoScriptSystem*
pMonoScriptSystem;
Note
Modifying interfaces is not recommended if you do not have full engine source, as other engine
modules have been compiled with the default interfaces in mind. However, appending to the end of
this struct is mostly harmless.
Once done, open up the instance of Visual Studio where you opened CryMono.sln and start
compiling.
Note
The automated post-build step in the project should automatically move the compiled files to your
build's Bin32 folder following a successful compilation pass.
To verify that CryMono was compiled successfully, search for CryMono.dll in your Bin32 folder.
Loading and initializing CryMono via the CryGame.dll library
Now that we have the CryMono binaries present in our Bin32 folder, we'll just have to load it during
game startup. This is done via the CryGame project, via the CGameStartup class.
To start, open your CryEngine or CryGame solution file (.sln) present in Code/Solutions/.
Including the CryMono interface folder
Before we modify the game startup code, we'll need to tell the compiler where to find the CryMono
interfaces.
Start by right-clicking on the CryGame project in Visual Studio's Solution Explorer and select
Properties. This should bring up the following CryGame Property Pages window:
Now, click on C/C++ and select General. This will bring up a screen of general compiler settings,
which we'll use to add an additional include folder as shown in the following screenshot:
Now all we have to do is add ..\..\CryMono\MonoDll\Headers to the Additional Include
Directories menu. This will tell the compiler to search CryMono's Headers folder when the
#include macro is used, allowing us to find the CryMono C++ interfaces.
Open GameStartup.h in the CryGame project and add the following to the bottom of the class
declaration:
static HMODULE
m_cryMonoDll;
Then open GameStartup.cpp and add the following before the CGameStartup constructor:
HMODULE CGameStartup::m_cryMonoDll = 0;
Now navigate to the CGameStartup destructor and add the following code:
if(m_cryMonoDll)
{
CryFreeLibrary(m_cryMonoDll);
m_cryMonoDll = 0;
}
Now navigate to the CGameStartup::Init function declaration, and add the following prior to the
REGISTER_COMMAND("g_loadMod", RequestLoadMod,VF_NULL,""); snippet:
m_cryMonoDll = CryLoadLibrary("CryMono.dll");
if(!m_cryMonoDll)
{
CryFatalError("Could not locate CryMono DLL! %i", GetLastError());
return false;
}
auto InitMonoFunc =
(IMonoScriptSystem::TEntryFunction)CryGetProcAddress(m_cryMonoDll,
"InitCryMono");
if(!InitMonoFunc)
{
CryFatalError("Specified CryMono DLL is not valid!");
return false;
}
InitMonoFunc(gEnv->pSystem, m_pFramework);
Now all we have to do is compile CryGame in order to have CryMono loaded and initialized at
startup.
Registering flow nodes
Due to a recent change in the flow system, flow nodes have to be registered at a certain point during
game startup. To make sure that our C# nodes are registered, we'll need to call
IMonoScriptSysetm::RegisterFlownodes from IGame::RegisterGameFlowNodes.
To do this, open Game.cpp and add the following inside the CGame::RegisterGameFlowNodes
function:
GetMonoScriptSystem()->RegisterFlownodes();
Now, after compiling, all managed flow nodes should appear in the Flowgraph Editor.
Exploring the Variety of Random
Documents with Different Content
Mr. Garnett succeeds in giving the quintessence of Tolstoy’s works
and teachings in less than a hundred pages. Like most of the
Russian’s eulogistic biographers, Mr. Garnett has not escaped the
fallacy of exaggerating the moral power that Tolstoy exercised over
the government. To say that the Czar and his ministers “dared not
touch” the outspoken anarchist and heretic “out of dread of Europe
—nay, of Russia,” is to reveal one’s ignorance of the brazen defiance
displayed by Muscovite autocrats in regard to public opinion. As the
Germans put it: “Herr Kossack, schämen Sie sich!” Tolstoy, as a
matter of fact, had helped to check the revolutionary spirit of his
compatriots in a greater degree than the tyrannic persecutions of
Von-Plehve. Had he not appealed time and again to embrace his
doctrine of Non-Resistance? Had he not denounced the revolutionists
as violent prototypes of their hangers? Could the government see
any danger in a man who wrote in The Times during the revolution
of 1905: “To free oneself from the government it is only necessary to
abstain from participating in it and supporting it. Our consciousness
of the law of God demands from us only one thing: moral self-
perfection, i. e., the liberation of oneself from all those weaknesses
and vices which make one the slave of governments and the
participation in their crimes”? Another tragic contradiction of the
restless soul of the anarchist who, despite himself, renders aid to the
despots.
—Alexander S. Kaun.
INTROSPECTION
Chance, by Joseph Conrad. [Doubleday, Page & Company, New York.]
It was but the other day that Mr. Herrick told us what he thought
about the American novel. Those who read the trenchant article
found not only a criticism of our machine-like fictionists and their
half-baked methods, but also a sturdy conviction that the day was
surely approaching when we should demand and receive a truer and
more vital presentation of our national life in our literature. And if Mr.
Herrick, long since tagged an apostate to our national creed of
turgid optimism, believes this, we can safely trust to his cool vision
and be glad that the tide has turned. The rich human material lies
ready at hand, and the audience is fast growing intelligent and
discriminating. As yet, however, “we await the writer or writers keen
enough to perceive the opportunity, powerful enough to interest the
public in what it has been unwilling to heed, and of course endowed
with sufficient insight to comprehend our big new world.”
Whatever may be said for our other novelists, surely not one of
them can exhibit a mingling of the powers of insight and artistry
equal to that of Robert Herrick. His work from the beginning has
been an honest and incisive attempt to interpret our life in its
peculiar and universal aspects, in spite of the clamor of the public at
his tearing away of the veils of sentimentality and prudery. The
errors into which he fell were due to the ardor of his spiritual vision,
which drove him into an impassioned taking of sides. He has
emerged from that stage into what his critics call his “old manner,” a
more objective treatment of his material. But in the process of
change something was lost—the element of flaming intensity which
gave the reader a similar capacity to feel. In this latest performance,
as well as in One Woman’s Life, he is always cool, clear-sighted, and
admirably efficient in the task he sets himself; but never passionate.
On the contrary, despite the pervading atmosphere of earnestness,
he often assumes a playful satiric tone, mordant but not bitter,—a
method well suited to his matter and purpose.
Clark’s Field tells the story of the influence of property upon the
human beings who own it and hope to reap gold from its increasing
value. All that is left of the great Clark farm is a fifty-acre field in a
growing New England town, bequeathed jointly to the two brothers,
Edward and Samuel, the former of whom has emigrated to the West
and wholly disappeared from the ken of his relatives. So at first the
tale is of the baleful influence of expectation delayed again and
again: in the case of Samuel who cannot sell the land because of his
brother’s half-interest, and who in consequence sinks into a sodden
inertia; in his son’s disintegration into a lazy and drunken “Vet”; in
his sister Addie’s sordid and pathetic sally into life resulting in the
birth of another human being destined to taste of the fruit of their
tree and to find it, one day, very bitter.
The greater portion of the novel, then, deals with the influence of
the realized wealth upon the unformed, colorless little girl, Adelle,
the last of the Clarks. It is a masterly piece of work—the gradual
development of the pale rooming-house drudge into the silly and
insolent woman of fashion, and slowly but certainly into a human
being with a soul. Less promising stuff for a heroine neither fate nor
Mr. Herrick could have chosen; the latter delights in ample
admissions throughout the book of Adelle’s lack of beauty, brains,
and charm. Yet he is always sufficiently temperate to escape the
danger of caricature. Adelle is a convincing figure. The slow dawning
upon her consciousness of the power of money, her “magic lamp”
which she need only rub to gratify any desire, is followed by swift
and constant use of the new weapon. It brings her a fresh
assurance, a few scatter-brained friends, some stylish clothes, and,
at length, a callow youth for a husband. It never brings her contact
with a real person or friendship with a stimulating individual; nor can
it save her from the failure of her marriage, nor compensate her for
the death of her little boy.
Adelle’s story, then, turns out to be what we least expected it,—a
hopeful one. It leaves us with almost a sense of security, for is she
not one of those who can “derive good from her mistakes,” and
therefore “the safest sort of human being to raise in this garden plot
of souls”? And although we are still saddled with “that absurd code
of inheritance and property rights that the Anglo-Saxon peoples have
preserved from their ancient tribal days in the gloomy forests of the
lower Rhine,” the situation is not without hope, since it has yielded a
man of the judge’s type, in whom the beauty of a past idealism is
coupled with the freshness of a new vision of responsibility.
To hark back to the recent article in The Yale Review, we believe
that Mr. Herrick himself has given us an American novel—thoroughly
American in situation, character, treatment, and even in philosophy.
We, as a people, are beginning to suspect our boastful optimism as
we become aware of the sordidness beneath the fair exterior of our
glorious civilization. And in accordance with the western
temperament, the awareness of wrong leads not to bitter cynicism
but to sturdy efforts toward amelioration. Such, then, is the spirit of
Clark’s Field—a hopefulness in the power of courage, and labor, and
a growing sense of social responsibility to move mounds that seem
to have become immovable mountains through a tenacious fostering
of tradition.
—Marguerite Swawite.
The Sister of the Wind, and Other Poems, by Grace Fallow Norton.
[Houghton Mifflin Company, Boston.] Some of this will disappoint
lovers of Little Gray Songs From St. Joseph’s—in fact, none of the
poems here has such extraordinary poignancy. But there are many
that are worth knowing.
DEDICATED
TO THAT HISTORIC MOMENT
WHEN
THEODORE ROOSEVELT
THE GREAT AMERICAN CHANTECLIER
SHALL AWAKE
TO FIND
THE SUN HIGH IN HEAVEN
AND THAT
HE
HAD CROWED NOT
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CLARK’S FIELD
“In this virile book, Mr. Herrick studies the part played by ‘unearned
increment’ in the life of a girl. A notable contribution to American realistic
fiction.”
“Few will dispute the statement that Robert Herrick is today the most significant
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