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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Introducing Australians in DOI


With the Aussie Update on Thursday, May 18th, we introduced two Australian units to the Commonwealth faction. On the map Crete, the 2nd AIF is available for anyone to select while playing as the Commonwealth team. This unit features the iconic Slouch Hat for the Officer class with authentic Aussie voice acting for all classes.


On May 20, 1941 thousands of German paratroopers – the mighty Fallschirmjaeger – descended upon the Greek island of Crete. Operation Mercury was the largest airborne operation ever launched at the time. For ten infamous days, men of the 2nd Australian Imperial Force (2nd AIF) along with their New Zealander and British comrades held the island garrison from the German onslaught. They inflicted heavy casualties on the Germans, but were forced to retreat and evacuate the island to Egypt.

The 2/17th Battalion unit is available to be unlocked through the ranking system, purchasing on Steam, or trading for on the Steam Marketplace. This unit features the Slouch Hat for all classes and the Aussie voice acting. The T shaped unit colour patch was provided to the battalion following their valiant defense of Tobruk. While we don’t feature this battle in the game, we still wanted to pay homage to a valorous Australian unit.

We’re also adding the iconic Owen Gun to the Commonwealth faction on maps when Australian units are available. This 9mm submachine gun was designed and manufactured by Australia and introduced into service in 1943. The unique design features the magazine fed from the top and the SMG was popular among troops for its reliability. Approximately 45,000 Owen Guns were produced during the war and the weapon continued service until the 1960’s.

New Units


The Aussie Update features more units than just the Australians. Four new units are being added to the game, two for the Commonwealth faction, one American and one German. Check out what the character models look like in our Sketchfab preview above!

These units will be able to be unlocked through the ranking system. Alternatively, they will be available for purchase on Steam or you will be able to trade or buy them through the Steam Marketplace which now supports Day of Infamy.

761st Tank Battalion

Known as the “Black Panthers”, the 761st Tank Battalion was a segregated unit in World War II. They first saw combat in November 1944 and a month later were deployed to reinforce the Allies during the Battle of the Bulge. Notably, they moved into Bastogne to help relieve the 101st Airborne Division. The unit received nearly 300 Purple Hearts, 11 Silver Stars, and 1 Medal of Honor. The Black Panthers also belatedly received a Presidential Unit Citation in 1978. The in-game unit features a tanker’s helmet and goggles, the voice of James, and is playable on the following maps: Bastogne, Foy, Reichswald and Rhineland.

The Black Watch

Six battalions of The Black Watch (Royal Highland Regiment) fought on many fronts during the Second World War. The 1st Battalion was captured at St Valery-en-Caux during the Battle of France in 1940, while the 6th Battalion was evacuated at Dunkirk. Several of their battalions fought during the second battle of El Alamein and saw action in Tunisia. They landed at Sicily, fought in Italy including Monte Cassino and then again were at the tip of the spear during the Normandy landings of D-Day. The Black Watch fought at Breville, Caen and the Falaise Pocket in France. They later fought during the Battle of the Bulge and the Battle of the Reichswald forest. The in-game unit features a black glengarry with cap badge and red hackle for the Officer while all other classes receive a balmoral with red hackle. The unit also features the voice of Donald and is playable in every map in the game.

2/17th Battalion

Raised in April 1940 as part of the 2nd Australian Imperial Force. The battalion first deployed to Palestine and later to Africa. For seven months they held the strategic port town of Tobruk against a heavy German siege. Corporal John Edmondson was awarded the Victoria Cross for valour during the battle, and marked the first VC for the Australians in the war. Following Tobruk, the battalion was sent back to Palestine and Syria on garrison duty, then deployed back to Africa for the second battle of El Alamein. By early 1943, the Japanese offensive in the Pacific threatened Australian shores and the 2nd AIF was withdrawn back home. The battalion saw action in New Guinea in 1943 – 1944 and ended the war in Borneo. The in-game unit features the Slouch Hat for all classes and the voice of Bruce. They are playable on Crete, Sicily, Salerno, and Comacchio.

272nd Volks-Grenadier Division

Composed of veterans who survived the retreat from France following the Allied invasion of Normandy in 1944, the 272nd Volks-Grenadier Division was formed in September 1944 and sent back to the Western Front to fight in the battle for the Hürtgen Forest. The division had many former Luftwaffe and Kriegsmarine personnel who were sent to the front. The term Volks-Grenadier is from “das Volk” – the people – meant to represent the German people’s fight to the end. However for the Allies, they saw Volks-Grenadiers as the bottom of the barrel. Despite this reputation, the division benefited from veteran leaders, a smaller more efficient organization and the newly equipped Stg-44 rifle. The in-game unit features a brown and yellow Platanenmuster camouflage. They are playable on Dog Red, Saint Lo, Bastogne, Foy, Reichswald and Rhineland.


New Map: Rhineland


rhineland-1024

In March 1945, Allied soldiers had pushed all the way through France to the German border. They crossed the Rhine river and surged into the German industrial heartland to fight for two more months until VE Day. This sets the stage for our newest map, Rhineland, created by JakHalz and placed second in our Gamebanana & Mapcore DOI Mapping Contest. American troops must sweep and clear tank factories being defended by hardliner troops.

https://newworldinteractive.com/isl/uploads/2017/05/rhineland0114-1024x576.jpg



Introducing the Tour System and Ranking System Changes


In this update, we are making some fixes, changes, and additions to the Ranking system. There is also a new Tour system that allows players to reset their rank progression, while gaining stars with their rank badge that indicate which Tour they are now on. Since release, we have been collecting data on unlocks and rank progression while simultaneously listening to the community’s feedback. Both have played a crucial role in creating and balancing our new systems.

It’s important to note that the points you have earned playing since the game’s launch will remain unchanged. You’ve earned those points. We’re not resetting the ranks or your accumulated score. With these changes your rank may change – but if anything you will likely gain a promotion.

New Officer Ranks

The game launched with six ranks, and we have now increased this number to ten. The four new Officer ranks are: Lieutenant, Captain, Major and Colonel. Characters will have these ranks displayed on their epaulets, and for the Americans on the front of their helmet as well.

Tours

Having a finite number of ranks and units to unlock ran into a design predicament. We intended for players to be able to unlock all units while ranking up, however the numbers just didn’t add up when considering the addition of new units in future updates. To address the problem, we came up with the Tour system.

Once a player reaches the top rank, having earned a total of 1,000,000 experience points from in-game, they will be able to embark on the next Tour. Each tour is 1,000,000 points and when reset, you start at the bottom rank with 0 points once again. However, underneath your rank icon on the scoreboard and in your Profile, will be stars to indicate which Tour you are on. Players can easily see who the more experienced players are on the scoreboard. The character model rank badges will be unchanged, as we didn’t want to disrupt that detail.

Unit Unlocks

We are also adjusting the thresholds of when units are unlocked. For the first five ranks, players will unlock a unit at the mid-way point to your next rank. For the remaining five ranks, players unlock two units in between ranks. This will provide a total of 15 units unlocked per Tour. We are limiting the total number of unlockable units to 30, so it will require two full Tours to unlock all the units.

There are also changes to how rarity works for units. Prior to this update, you could only unlock rare units at a higher rank. We’ve enabled units to be unlocked at any rank, with a rarity chance enabled. A player would be very lucky to unlock a rare unit on the first unlock!

In future updates, we will be retiring certain units and replacing them with new ones. Retired units will still be able to be played with in-game or traded for on the Steam Marketplace, however you won’t be able to unlock them in-game and can’t purchase on the Steam Inventory Store. If you have earned all 30 units in game, once we introduce new units you will be able to unlock them at any Tour or Rank level. We check for duplicates and won’t be unlocking multiples of the same unit once you have unlocked it, regardless of whether you have traded it away after.

Weapon Achievement Unlocks

The following new achievements unlock the melee replacement model items.

“Can Ya Dig It” – Reward for melee kills, unlocks the US Shovel.
“In The Trenches” – Reward for melee kills, unlocks the CW Entrenching Tool.
“Road Works” – Reward for melee kills, unlocks the Axis Shovel.
“Knuckle Sandwich” – Reward for melee kills, unlocks the Brass Knuckles.
“Lumberjack” – Reward for melee kills, unlocks the Engineers Hatchet.
“Newton’s Law” – Reward for melee kills, unlocks the Gravity Knife.
“Shanghaied” – Reward for melee kills, unlocks the Fairbairn Sykes Knife.

The following new achievements unlock the model replacement items:

“Veteran” – Weapon specific rewards for kills with the Enfield, Springfield, K98, Garand & G43 – unlocks the veteran skin for each of the above weapons.
“Dead Eye” – Weapon specific rewards for headshot kills with the Enfield, Springfield, K98, Garand & G43 – unlocks the cloth wrap for each of the above weapons

New Steam Collectibles

Added Steam trading cards, profile badges, backgrounds & emoticons.

Modding Support

  • Modders can now use “DMG_ACID” as a new type of “DamageType” for custom weapons in custom theaters. This damage type will heavily blur players vision when damaged by it.

Day of Infamy is available now for PC, Mac and Linux.

Buy it this weekend for a 25% discount and up to 75% extra XP!

Full details on the New World blog!

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Guest
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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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Cheeky_Bi_Agnostic
Cheeky_Bi_Agnostic

One of my favourite engines to work with.

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abdullahsaleh16
abdullahsaleh16

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

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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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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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