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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Hammer Editor Source Model Viewer Faceposer
Blog RSS Feed Post news Report abuse Related News: Tenebra Game Announcement

About Tenebra with 1 comment by Sunspots_Games on Aug 29th, 2015

Tenebra is a psychological horror game that takes you on a journey through a beautifully moody and often dreadful world that reveals itself as you progress. It embraces sadness and despair as you descend into darkness.

Your goal: search for clues and find out who's behind a disturbing spree of murder and violence. Tenebra's visual style is inspired by films from the silent movie era. It's been developed by a long time veteran of the game industry using Valve's Source Engine and will be released on PC later this year.

Trailer

Screenshots

cabin 1

truck 5

cellar 2

tunnel 6

flower face 3

I'd be thrilled to see you on my devblog if you want to find out more about the game and the difficulties a one-man team encounters trying to develop a game.

Website: www.tenebra.ch

DevBlog: Sunspotsgames.blogspot.ch

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Post comment Comments  (0 - 10 of 331)
dragon122
dragon122 Mar 4 2015 says:

Source 2 HYPE
Polygon.com

+1 vote     reply to comment
Dr.Octavia-Pus
Dr.Octavia-Pus Jul 25 2015 replied:

HYPE is real!

+1 vote     reply to comment
Cheeky_Bi_Agnostic
Cheeky_Bi_Agnostic Jan 30 2015 says:

One of my favourite engines to work with.

+3 votes     reply to comment
abdullahsaleh16
abdullahsaleh16 Feb 18 2015 replied:

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

+2 votes     reply to comment
Sockman111
Sockman111 Apr 12 2015 replied:

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.

+1 vote     reply to comment
Bassethound
Bassethound Jan 25 2015 says:

Does anybody know how to download source?

+1 vote     reply to comment
Guest
Guest May 9 2015 replied:

This comment is currently awaiting admin approval, join now to view.

FelixDman
FelixDman Jul 9 2015 replied:

thanks guest one

+1 vote     reply to comment
Guest
Guest Feb 15 2015 replied:

This comment is currently awaiting admin approval, join now to view.

FoxyThePirateFox™
FoxyThePirateFox™ Jan 23 2015 says:

Half-Life 2- Black Mesa East Eli loving his daughter. '-'

+1 vote     reply to comment
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Platforms
Windows, VR, X360, XBOX, PS3
Company
Valve
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Official Page
Valvesoftware.com
Licence
Commercial
Release Date
Released 2004
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Highest Rated (17 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

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