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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Hello and good day everyone,

After exactly six months of downtime, we finally managed to acquire this:

server eastcoast bill

and this:

server westcoast bill

... so, all the trouble with high pings and connection issues for our US player base will soon be a matter of the past.

Meanwhile, we're still fighting with the last issues of our BETA for the huge patch that will, among other things, bring back much improved Menu / UI design, several new or completely overhauled maps and a whole new game mode.

MONACO is seeing final testing this week:

casino opera 01

casino opera 02

casino harbor 01

casino harbor 02

casino harbor 03

casino harbor 06

casino harbor 07

So, within a couple of weeks we'll get US servers back and this stuff released :).

Stay tuned - and if you care to join the BETA, just send me a PM.

We could always use a few more people to join the fun.

Best regards,

Til

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Add game Games
Garry’s Mod 10

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Garry’s Mod is a sandbox mod for the Source Engine. Unlike normal games there aren't any predefined aims or goals. Players are given tools and are left...

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Pick up the crowbar of research scientist Gordon Freeman, who finds himself on an alien-infested Earth being picked to the bone, its resources depleted...

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Counter-Strike: Global Offensive (CS: GO) will expand upon the team-based action gameplay that it pioneered when it was launched 12 years ago.

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Post comment Comments  (20 - 30 of 331)
Dukenukem1234
Dukenukem1234

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

Reply Good karma Bad karma+1 vote
Guest
Guest

I can help you, creating the maps

Reply Good karma Bad karma0 votes
Wolfyboy
Wolfyboy

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.

Reply Good karma Bad karma+1 vote
Bogdyalive
Bogdyalive

I could help you with mapping.

Reply Good karma Bad karma+1 vote
racerautov8
racerautov8

That's a big job to do there.

Reply Good karma Bad karma+5 votes
SU154
SU154

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

Reply Good karma Bad karma+2 votes
roblox254
roblox254

use Real Virtuality 4 :)

Reply Good karma Bad karma+1 vote
Toyoka
Toyoka

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

Reply Good karma Bad karma+3 votes
damnmav
damnmav

?? n0thing is imposibru in sours engyn

Reply Good karma Bad karma+1 vote
Dark_Assassin99
Dark_Assassin99

I'am lovin' this engine lol

Reply Good karma Bad karma+2 votes
slipkid69
slipkid69

Yes I don't like it I love it.

Reply Good karma Bad karma+3 votes
ppetrechen
ppetrechen

Me 2.

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GamerDude27
GamerDude27

Me 3

Reply Good karma Bad karma+1 vote
Kidnation
Kidnation

Me 4

Reply Good karma Bad karma+1 vote
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Platforms
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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

Lowest Rated (2 agree) 1/10

LAMEST GAME ENGINE I'VE EVER SEEN

Jan 14 2011 by jonas6910

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