The Source Engine is a 3D game engine developed by Valve Corporation. Its unique features include a large degree of modularity and flexibility, an artist-driven, shader-based renderer, accurate lip sync and facial expression technology, and a powerful, efficient and completely network-enabled physics system. 

Renderer

  • Version 2.0 (and below) shaders, bump mapping, LOD on models and world
  • Author shaders with HLSL
  • Cube and environment mapping
  • Dynamic lights, vertex lighting and light maps, many light types including flickering, pulsing etc.
  • High-Dynamic Range lighting
  • Water with refraction and fresnel effects
  • Advanced particle system that can emit sprites or models
  • Projected shadows allow for a large number of characters per scene
  • Occluder entities for visibility blocking
  • Indoor/Outdoor environments
  • Deformable terrain
  • 3D skyboxes extend the horizon and add parallax on distant objects
  • Dynamically rendered organics (grass, trees etc)
  • Subdivision surfaces, diffuse & specular bump maps
  • Real-time radiosity lighting
  • Effects include but are not limited to: particles, beams, volumetric smoke, sparks, blood, environmental effects like fog and rain
  • Scalability
  • Dx6-Dx9 hardware supported

Materials System

  • Instead of traditional textures, Source defines sets of materials that specify what the object is made from and the texture used for that object. A material specifies how an object will fracture when broken, what it will sound like when broken or dragged across another surface, and what that object’s mass and buoyancy are. This system is much more flexible than other texture only based systems.
  • Materials can interact with objects or NPCs such as mud or ice for vehicles to slide/lose traction on.

Multiplayer Network Code

  • Time and gamer tested by millions of gamers around the world
  • Support for both LAN based multiplayer and Internet based multiplayer games
  • Prediction analysis for interpolating collision/hit detection
  • Optimizations for high-latency, high-packet loss 56k connections

Advanced Characters

  • Detailed and believable characters
  • Realistic eyes
  • Focus on player/object, not simply parallel views
  • Proper eye “bulge” for realistic eye reflections
  • Simulated musculature provides outstanding emotions, speech and body language
  • Language independent speech, characters can naturally speak in many languages
  • Skeletal/bone system for animation
  • Layered animation system can synthesize complex animations out of several pieces

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0 comments by Baxayaun on Apr 2nd, 2008 digg this super bookmark


¡Muy buenas a todos! Desde ayer ando subiendo en mi tiempo libre todos los videotutoriales que tengo por mi disco duro. Con un poco de paciencia y tiempo estarán todos disponibles en breve. Estos son lso disponibles por el momento:

  • Outputs
  • Teoría sobre la herramienta subdivide en la creación de terrenos
  • Manejo básico de texturas
  • Rayos y truenos
  • Zonas de bomba y rescate de rehenes para CSS
  • Uso de env_cubemaps

Proximamente seguiré subiendo más. ;)

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Comments  (10 - 20 of 24)
triFeral
triFeral Mar 28 2008, 8:43pm says:

Right on, brother.

+1 vote     reply to comment
viper7x
viper7x Mar 5 2008, 12:26pm says:

Here, I have half life 2 (orange box) but I can't see to find out how to get hold of the engine. Is it possible to do this and if so where would i find it.

+1 vote     reply to comment
da_newb
da_newb Mar 5 2008, 4:38pm replied:

Open up Steam and on the top where there are all the tabs click tools. Then click on Source SDK and click on install in the bottom right. I would also recommend installing the bases. I think some mods utilize them in some way. I might be mistaken though.

+3 votes     reply to comment
Gongong
Gongong Feb 1 2008, 2:03pm says:

Best engine ever built. And the mod list proves it. :D

About the derivation: Tell me an fps engine that isn't Quake or Unreal-derived. :P

+7 votes     reply to comment
comrade_grunt
comrade_grunt Apr 1 2008, 1:35pm replied:

The doom engine :V

+1 vote     reply to comment
hexpunK
hexpunK Mar 21 2008, 10:41am replied:

I agree, plus its got to be the easiest engine to map/model/skin for, very flexible once you get used to it

+2 votes     reply to comment
lcpuche
lcpuche Dec 8 2007, 2:57pm says:

its not queakelike... at all

+1 vote     reply to comment
triFeral
triFeral Mar 28 2008, 8:42pm replied:

This was built off the quake engine. Even though it doesn't seem like it at all, it still has small traces of the quake engine.

+1 vote     reply to comment
arklansman
arklansman Dec 22 2007, 12:48am replied:

Actually I think it's the other way around, leilei being a giant anti-HL2 troll.

+1 vote     reply to comment
leilei
leilei Feb 6 2008, 4:05pm replied:

you're right, quake was derived from the source engine

0 votes     reply to comment
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Platforms
PC, X360, PS3, XBOX
Company
Valve
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Official Page
Valvesoftware.com
Licence
Commercial
Release Date
Released Nov 1, 2004
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