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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Day of Infamy

Inspired by the upcoming Christopher Nolan movie, New World Interactive is releasing its second free update for their highly-rated PC shooter Day of Infamy on July 21st. The update includes two new maps featuring the evacuation of Dunkirk and battle of Breville.

Dunkirk


“Our Dunkirk map offers a unique gameplay perspective by inverting the flow of battle so it ends on the beach instead of starting there,” explains creative director Andrew Spearin.

“The Miracle of Dunkirk” was one of the biggest turning points of WWII. With the fate of the Allied forces hanging in the balance, a flotilla of civilian crafts helped evacuate 338,226 troops that were cut off and surrounded on the beach of Dunkirk, France.

Day of Infamy

Breville

Day of Infamy

The update also includes another new map that focuses around the Battle of Breville; in which paratroopers from the British 6th Airborne Division successfully liberated the small village of Bréville-les-Monts in France, just days after D-Day. The battle was dubbed “one of the most important battles of the invasion”.

“The Breville map highlights our new foliage system while the gameplay is highly intense from extensive testing in collaboration with our community,” says Spearin.

Day of Infamy

The free Day of Infamy Dunkirk Update includes:

  • New Map: Dunkirk – The Wehrmacht push back the Commonwealth forces to the beaches as they capture the town.
  • New Map: Breville – Allied soldiers attempt to capture this sunny French town during the invasion of Normandy.
  • New foliage system – Grassy fields add an immersive layer of concealment to many of Day of Infamy’s maps, improving the graphic fidelity of the Source engine.

The launch will coincide with a Twitch livestream on Friday, July 21st @ 12:00 EDT on New World’s Twitch channel. New World has been refining both maps with the community on the stream over the last month. Footage of those tests is available on New World Interactive’s YouTube account.

Day of Infamy started in 2015 as a mod for the Steam Top Seller Insurgency, created by the developers at New World and members of their modding community. Since then, New World has worked hard to stay true to their design roots established by Insurgency, but also shaped Day of Infamy into a unique World War II shooter that can stand on its own. To date the game has sold over 200,000 copies and has led the WWII shooter revival.

Day of Infamy is available for purchase on Steam, The Humble Store, as well as a variety of other digital PC game retailers.

The Dunkirk update is live on Steam, so ensure to update your game. Here is the full changelist!

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Comments  (0 - 10 of 335)
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shitty_kitty
shitty_kitty

man, i love source :3

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Guest
Guest

can anyone link me an up to date tutorial on how to make mods for the source engine beyond going into source sdk and clicking create a mod the best link I have found so far is the my first mod article in the valve developer community however for the prepare the solution section I got very confused as the only version of visual studio I have is 2015 but it only goes up to 2012

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bm_killer10
bm_killer10

check crimewarssource youtube vids

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Guest
Guest

anyone know what engine i should use to make my own game

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Argoon
Argoon

That is a stupid question because no one can know what engine is the best for "your game", all we can do is suggest the engine we like the most, but sometimes what we like is not "the best".
The only way for you to know, what is the best engine for your game, is for you to experiment with them, and imo the best engine for any game, is the engine we as a developer/moder know the best, trying to find a engine perfect for your game is stupid and is the reason that many wannabe game developers never release anything.

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ReDrag0n
ReDrag0n

Source 2 HYPE
Polygon.com

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Dr.Octavia-Pus
Dr.Octavia-Pus

HYPE is real!

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Highest Rated (19 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 Billian4

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