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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Blog RSS Feed Report abuse Latest News: BrainBread 2 is coming to Steam!

2 comments by jamieb452 on Apr 7th, 2015



The Road to Steam


This update comes quite late, you might wonder why we decided to announce this rather 'old' achievement, if you've followed us on our FaceBook page you'd already know that we've been Greenlit.
However we felt that we didn't have enough to show off so we waited a while to post this announcement.

Now to the big topic, now that we've gotten our project on Steam we will push forward making sure this game sees the light of dawn!

Changes

Steamwork's gives us many unique possibilities to immerse our players more and allowing high competition!

We're going to maximize our extent of Steamworks, featuring:
* Stats - Levels, XP, Skill Points, etc... Will be saved Globally and can be loaded on any server if the owner permits this!
* Workshop Support
* Inventory - Throughout the game you will find items which will go into your inventory, if the server permits storing of stats then unique items you find will be stored in your inventory, you may then upgrade them / use them to upgrade a weapon which must be done in the main menu (when not playing), however you first need a backpack to enable this feature, backpacks can be found in the game as well!
* Achievements - We will feature many different Achievements to please Achievement Hunters. Some may even give you XP.
* Leaderboards - Making certain gamemodes competitive will definitely make this feature boost your motivation to get yourself to the top.

Platforms we will support:
* Windows
* Linux
* Mac


Gamemodes:
* Classic/Story - The old classic mode will become more story driven, both humans and zombies will have a story to follow. Level designers can easily add their own missions in the maps which enables high flexibility and dynamic gameplay. There will be a Journal GUI which stores all your missions(quests). Both Main/Side quests. On completing a quest you will be granted XP and you will progress in the map which may be one part of a big chapter. You can also fail quests which may lead you to big work arounds to progress further in the map.

* Survival - This is a pure deathmatch styled mode where everyone is for himself, you need to play strategically, the main goal is to Survive a round. If all the humans turn into Zombies the round will end. To maintain a good score you must both kill and find items.

* Arena - This is a team survival styled mode where you can only play as a human, you will fight against waves of different types of zombies. After X waves a boss will come and the difficulty will gradually increase for every wave. (Gladiator styled) If you die you will have to wait X sec to respawn and you will decrease the amount of reinforcements left, when the reinforcements run out no one will be able to respawn. So when everyone is dead you lose the match.
At the beginning of an Arena match you will be 'gearing' up in an armory. You can choose any weapon if you meet the level requirement. (The highest level player in your game will scale the npcs to match his performance, which means if you have a bunch of low levels + one high level it will be much harder!)

* Quarantine (WIP) - You will be put into multiple teams of both humans and zombies. Then there will be an A.I sweeper team of special forces who're sent to neutralize everyone and everything. It will be chaotic and you will face many threats. This will be an hardcore survival mode. (Still under construction)

Shared:
* The Skill System is available in every gamemode.
* You will be able to open a GUI menu to see an overview of your character + his/her skills,XP, inventory and quests. The quests is global which means you see the same stuff as everyone else.
* You can design your own survivor (female/male) in the main menu, similar to Fallout 3. You may change your characters appearance, clothing, etc...
* There's convars to disable the stats loading and inventory functions for those who want less Arcadish gameplay.
* You may filter the servers in the server browser by Level, meaning the servers will inform you if it has an average player count of high or low level players. IF you're a low level you would want to join a server with equal players in order to progress and have more fun. Vice versa for high leveled players.
* There is no cap on the level, however you can only spend 50 talent points (1 point per level) after that each level will just increase your base stats slightly. (WIP)
* There will be a unique skill tree for zombies, which means you can choose to play only as a zombie if you'd prefer that. (Survival and Arena will not let you play as a Zombie only)

Screenshots





Closed Beta
In one to three weeks we will start giving out 5 keys every Friday on our FaceBook page, these keys can be activated through Steam which will give you access to the current version of BrainBread 2!
Keep your eyes open and you may get lucky!
Why 5 keys every Friday? Because we need more testers and gradually getting more people to play would hopefully give some necessary feedback.

Recruiting
We're always looking for bright minds and positive folks to fill our ranks.
If you're interested in joining us please check this link[reperio-studios.net]!

Until next time, stay awesome!
~ Reperio Studios

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Post comment Comments  (10 - 20 of 328)
Guest
Guest May 2 2014, 1:22am says:

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Crypt May 28 2014, 5:42pm replied:

If you want to make a commercial game you need to purchase a commercial license.

+3 votes     reply to comment
Guest
Guest Feb 25 2014, 2:33am says:

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Dukenukem1234
Dukenukem1234 Dec 7 2013, 9:51pm says:

can some one help me make a duke nukem 3d remake on source sdk plz!

+1 vote     reply to comment
Guest
Guest Aug 23 2014, 8:57pm replied:

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Wolfyboy
Wolfyboy Dec 23 2014, 3:23pm replied:

Just a fair warning to you guys: people tried making Duke Nukem Source before, and they got shut down by 3D Realms. They are really stingy when it comes to their copyright.

+1 vote     reply to comment
Bogdyalive
Bogdyalive Aug 18 2014, 12:05pm replied:

I could help you with mapping.

+1 vote     reply to comment
racerautov8
racerautov8 Dec 29 2013, 2:48am replied:

That's a big job to do there.

+5 votes     reply to comment
SU154
SU154 Nov 10 2013, 8:30am says:

I want to ask how big the generated maps can be? I want to use engine for an open world survival mod but i really want the entire game to be on one level, with no loading. Can someone give me an estimate of how big the maps can be without having a nasa processor to run it in square meters or kilometers maybe? thanks

+2 votes     reply to comment
roblox254
roblox254 May 25 2014, 1:00am replied:

use Real Virtuality 4 :)

+1 vote     reply to comment
Toyoka
Toyoka Nov 26 2013, 12:58am replied:

This isn't possible because of Source Engine limitations. You're better off using the Unreal engine for that.

+3 votes     reply to comment
damnmav
damnmav Nov 17 2014, 6:44pm replied:

?? n0thing is imposibru in sours engyn

+1 vote     reply to comment
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Platforms
Windows, X360, XBOX, PS3
Company
Valve
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Official Page
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Licence
Commercial
Release Date
Released Oct 31, 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, 3:48pm by Half_Kill

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