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
  • View media
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We first reported on the Half-Life 2 RTX Remix community remaster project back in August when the newly formed Orbifold Studios mod team was starting work on the project. Early teasers looked stunning back then, and for those wanting more, NVIDIA has just dropped a new trailer at CES, showing the latest updates to Ravenholm with gameplay.


This mod is putting everything RTX Remix offers to the test, including full ray tracing, DLSS 3.5, Reflex, and RTX IO - meaning lighting, textures, models, geometric details, and plenty more offers an entirely new lens through which to step back into the shoes of Gordan Freeman. A comparision video shows a bunch of these enhancements in action, with full details and 4k images available via the official NVIDIA announcement post.


The team working on this mod now exceeds 65 members, so we can't wait to see it continue to take shape. Learn more via the official site for the mod at: Hl2rtx.com

RTX Remix Open Beta launch on Jan 22nd

In other news from NVIDIA at CES this week, is the announcement that all of the tools been used by the Half-Life 2 RTX team to create what we've shared above, will soon be open to all modders at the end of this month. ModDB has also been announced as a partner to help host all of the RTX mods, guides, game confs and assets being created. Head to the post covering all these details here.

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Half-Life 2 looks to be the latest game to be given the RTX Remix treatment, early comparisions are something to behold.

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Post comment Comments  (0 - 10 of 329)
Guest
Guest - - 688,627 comments

Where is the control panel for weapons firing speed and accuracy spread? I added dual pistols to the game and I want to make some changes. And why is my game screen has black borders covering both sides despite saying full screen?

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wiegy_aka_SerGrig
wiegy_aka_SerGrig - - 33 comments

How to fix the error: Support for total conversions are not available using the source engine.

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Guest
Guest - - 688,627 comments

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

RyukCrystal
RyukCrystal - - 110 comments

The most best Engine in universe

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sofokl3lodei
sofokl3lodei - - 1 comments

Hi, how i can found people for work with battle royale on source engine?

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Dosman94
Dosman94 - - 34 comments

To bad this engine was not coded to count beyond the number three.

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shitty_kitty
shitty_kitty - - 7 comments

man, i love source :3

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Guest
Guest - - 688,627 comments

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 - - 156 comments

check crimewarssource youtube vids

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ReDrag0n
ReDrag0n - - 5 comments

Source 2 HYPE
http://www.polygon.com/2015/3/3/8145273/valve-source-2-announcement-free-developers

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Dr.Octavia-Pus
Dr.Octavia-Pus - - 843 comments

HYPE is real!

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