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.

The Source engine was first shown to the world by being the power-horse behind the hugely anticipated Half-Life 2 which was released in late 2004. Since then the Source Engine has been upgraded with the release of such titles as Half-Life 2: Lost Coast, Team Fortress 2 and the Left 4 Dead series to name a few.

Whilst it has been years since the release of the Source Engine they haven't yet unveiled a 'next-generation engine' as the Source engine is always updating and is just as relevant in the gaming world today if not more than when it debuted in 2004. It has been aided by the release of the free Source Development Kit (SDK) which include such features as HDR for developers to use in their projects. Hence the reasons stated we have yet to see 'Source Engine 2'.

On July 10th 2012, Valve released the 'Source Filmmaker' - a freeware client to allowed anyone to make movies inside the Source Engine. More information on the Source Filmmaker can be found here.

Below you can find a list of amazing features that the Source Engine boasts:

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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Hello everyone. It's been a while since our last article, but now we finally have enough content to show off, so let's get started then. We're also getting a good number of watchers, so make sure to tell your friends or anyone about this to get the mod known.

Sabrean's Zombies

So, to get it started off, we'll be showcasing some of Sabrean's finished Zombies. Now, the Zombine ones have yet to be completed, so for the moment, the only ones right now are Classic Zombies. Let's see what they look like:

citizen


rebel green


rebel blue


medic grey


medic blue


So, as you can see, each one is a separate model. Now, everything right now is a subject to change. We can change all the textures and such and make them more HQ to look more pretty, even for ugly monsters. Each Zombie, when we add them, will be separate NPCs and have different health, based on what class they were originally. When we get the Zombine ones done, I can assure you we'll show them. If you're a fan of Sabrean's Zombies, then you'll love these when they get added.

W.I.P Models

Next up are some W.I.P. screenshots from our awesome Modeler and Animator, #trigger_hurt. What we have to show is mostly related to fixing up certain things that are already in-game. Without further ado, here are the screenshots:

So, this is the normal Combine Sniper Rifle from Episode 2 and you can see that the model doesn't have the obvious edges it use to have. Notice anything else different? Probably not, but look below.

And as you can see here, the butt of the gun is actually the clip of the gun. Keep in mind, this is for our new Combine Sniper NPC and it will reload the weapon by taking the butt off and placing another one in the same position.

In this screenshot, you can see the Combine Elite actually has no fingers and the hand it has is only controlled by 3 bones, instead of 5. Well, as it turns out, we managed to fix that.

They now have actual hands! Funny thing is, is that because of this, it pretty much makes the original animations incompatible with it, due to the simple change we made and we are doing a reanimation for Soldiers as well, so this is a great thing. We plan on fixing the hands of all Rebels as well, so Male 07 can finally have real fingers.

This one doesn't look like much, but you'd be surprised. So, the Fast Headcrab actually didn't have a modeled underside, rather a flat texture, yet all the other Headcrabs have their undersides modeled out. Luckily, we noticed this apparent issue and decided to fix it. Thank us later.

Early HQ Citizen faces

Second to last are some very early W.I.P. Citizen faces, specifically for Mike, Ted and Joey, with all of them being textured by Allen Scott. Here they are:

mike comparison

Mike

ted comparison

Ted

joey comparison

Joey

Now, as I said, these are very unfinished and right now, only meant for testing. Some of the obvious things we need to add are:

  • Wear to all faces.
  • Scars to show off CP beatings
  • Bruises to show off CP beatings
  • Females that don't look like they have make-up on their face

Out of all of them, Ted is the most complete, compared to all others, but he is still unfinished. We will address the issues stated above soon and we'll all have HQ Citizen faces, at last.

Art Livestream

For the last section of this article, we have some very exciting news. Dragara, our concept artist who has provided wonderful things, such as the Combine Headcrab, will be hosting an art livestream next week. The date and time is:

Sunday, April 10th, 2016, 4:30 PM, Central Time


Dragara will be drawing the Overnome art for GV and possibly something else. We hope that you can join the stream. The stream will be broadcasted on Twitch and I'll provide Dragara's Twitch Channel:

We hope you enjoy the stream when the time comes and the stuff we show you in the future. That's all for today, but stay tuned for more updates in the future. Thank you all for the support guys and keep it coming.

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ReDrag0n
ReDrag0n

Source 2 HYPE
Polygon.com

Reply Good karma Bad karma+1 vote
Dr.Octavia-Pus
Dr.Octavia-Pus

HYPE is real!

Reply Good karma Bad karma+1 vote
Cheeky_Bi_Agnostic
Cheeky_Bi_Agnostic

One of my favourite engines to work with.

Reply Good karma Bad karma+3 votes
abdullahsaleh16
abdullahsaleh16

Sadly, the tools are a bit out-dated compaired to other commercial engines.

Reply Good karma Bad karma+2 votes
Sockman111
Sockman111

Well the hammer editor is a GREAT tool even today.
Also with source 2 valve is going to make the tools easier to work with, so that's always something to look forward to.

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Bassethound
Bassethound

Does anybody know how to download source?

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Guest
Guest

you go to steam and download one of the Source Bases, the Source SDK, and the Dedicated Server if you are making multiplayer games.

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FelixDman
FelixDman

thanks guest one

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Highest Rated (18 agree) 10/10

Even tho it is aging and it is beginning to show its weakness comparred to other more modern engines, it is still my most preferred engine and the only one I was able to get into succesfully. And with all of the updates Valve is giving it, I think the source engine will be with us for a long time. I wouldn't really recommend this for a commerical product, just because there are so many more modern engines out there that will be a lot easier in the long run (like UDK), but all of the commercial games…

Nov 16 2010 by Half_Kill

Lowest Rated (2 agree) 1/10

The Source Engine is an outdated piece of shit that makes you spend 60% of your time trying to find alternative ways to make something because of the amazing number of bugs the SDK contains. I want to make a laser that dissolves any NPCs ; I can't because the beam doesn't do any damages even if I set the properties/flags rightly. So I try to parent a trigger_hurt to the beam but even if I set "Damage Type" to "Beam", it is only turning a NPC to a ragdoll and doesn't dissolve it as I wanted. Great…

Apr 4 2012 by EnnemyOfficer

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