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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About The Contract with 3 comments by Bravo81 on May 16th, 2013

Our current aim is to get the basic movements and actions working in-game, the required animations and models required.

As you can see on our profile and website we currently have our main character Sebastian:

Sebastian - Low Poly & Textured

 Plus our primary weapon a Ruger Mark 3, 22/45:

Ruger Mk 3 22/45

On top of this, programming has started on our game using the 2009 release of the Source Engine, plus level creation was started last week on our two missions.

In the way of audio, we have recruited a member of staff to Voice Act our handler, Specter. Another sound engineer has been recording the Ruger Mk3 in action from reloading to firing and even loading magazines bullet per bullet.

We are very happy with our progress as a team so far, including the development of our website which can also be found on our profile. We now have a community forum up and running which is just waiting for you lovely people to register and fill it with all kinds of goodness.


Also, you will find a Dev Blog on the website, allowing you to keep up to date and follow us via Facebook and Twitter:

 

As the excitement keeps building and our followers increase, we thank you for your interest in our project and hope that our unfolding concepts and ideas keep you on the edge of your seat as every update passes by.

All the best,
~The Contract Dev Team.

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Post comment Comments  (20 - 30 of 296)
Niki49
Niki49 Jun 9 2012, 5:58am says:

This engine is just freaking awesome, its extremely realistic and looks really good.

+3 votes     reply to comment
tile
tile Apr 29 2012, 8:54am says:

@ennemyofficer

dude, really? sounds like you pirated the game your modding. i have a point_veiwcontroll parented to a func_tracktrain and it works FINE.

and yes, it has bugs, but that doesn't mean it's oudated.

(even the newest tech has bugs. the source engine has been updated for every new game that valve makes. your argument is invalid.)

0 votes     reply to comment
Draiter
Draiter Apr 27 2012, 11:35am says:

I don't know about you guys, but this here is the BEST gaming engine EVER released... Yeah, I said it and I mean it, in my opinion at least... I take it over CryENGINE 3, Unreal Engine and even ****** up, full-of-**** Frost **** Bite 3...

+7 votes     reply to comment
houghtob123
houghtob123 May 24 2012, 9:01pm replied:

I agree with everything BUT Unreal Engine.

+2 votes     reply to comment
EnnemyOfficer
EnnemyOfficer Apr 4 2012, 11:47am buried:

(buried)

The Source Engine is an outdated piece of **** 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, now I have laser that just turn without blood a combine into a ragdoll, very realistic !

I want to make an introduction sequence with a point_viewcontrol that will fly over a path_corner/path_track, I can't because the viewcontrol doesn't stop and still continue to fly in a direction even when it's out of the map. Great, I have to use it in a static way.

There are so many stupid bugs that force you to change things you wanted in your mod.

And please don't tell me "wfgo I make css map and soucre 4 ever !!1!1 never had problems", since the Source Engine may seems nice only when you make what Valve is making now.

-10 votes     reply to comment
Dearnike
Dearnike Oct 19 2012, 11:16am replied:

Oh My God i think we got a kid and a bad mapper here.
You cant do cutscenes because Half Life 2 didnt yet,YOU NEED TO MAKE A ******* MOD.
Well if you hate Source SDK then just walk off from your stupid CSS mapping then,your maps sucks.

+2 votes     reply to comment
alexch
alexch Oct 17 2012, 1:52am replied:

What games did you do on the engine? You can download?

+2 votes     reply to comment
GuNsHiP_MK_II
GuNsHiP_MK_II Apr 15 2012, 6:33am replied:

Bugged, yes, i agree. But any engine have bugs. I tried many of them. Indie engines, commecraial, some very old ones. All of them have bad sides.

If you can't make something on it then it don't mean it "outdated piece of ****", get some skills.

+7 votes     reply to comment
CrazyDarkDemonMonkey
CrazyDarkDemonMonkey Mar 8 2012, 5:30pm says:

Even though it was outdated, its still get the job done for awesome mods and etc. I have outdated source engines and they work so OutStandingly (mortal combat voice and silence, dripping blood in background with the fatality music...) but hey its what you think, so okay...But outdated source engines work is a fact. Well at least it worked for me.

+1 vote     reply to comment
CrazyDarkDemonMonkey
CrazyDarkDemonMonkey Mar 8 2012, 5:22pm says:

This is the best engine for all mods...if theres any other engines that are good for some other mods that source isnt, speak up and disagree with a comment supporting your disagreement about this comment.

+4 votes     reply to comment
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Platforms
Windows, PS3, X360, XBOX
Company
Valve
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Official Page
Valvesoftware.com
Licence
Commercial
Release Date
Released Oct 31, 2004
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Highest Rated (12 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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