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: Half-Life 2 : MMod - Year worth of update

About Half-Life 2 : MMod with 49 comments by ᎶʋƝʂℋɨƤ_ℳƘ_ƖƖ on Jan 13th, 2015


Half-Life 2 : MMod

Oh Hello, this is Gunship Mark II, again.

First of all - story time again!

Guess what? I've started all over again! I mean from the latest news update, there are a reasons for that. Well, first reason is that old version became a junkyard of my ideas and started overloading mod with crap. The second one is the version of Source2013 branch i used was unstable, sometimes it would crash the game for no reason. And third one is i felt that mod is going nowhere.

But never fear, most of cool stuff from previous version is here, even better it is on most stable Source2013 engine branch now!

Well, this year ( 2014 ) was spent with a lot of fun stuff, like learning C++, having sexual congress with Source VGUI, gathering more experience in Source material and particle system, coding more and more stuff in C++

Let's now talk about what's new, shall we!

Pretty much everything is done from scratch, every particle ssytem, every line of code. Current features are :

New Main Menu based from Open-Source GUI, which includes main menu music playback

New Post Processing shaders like : Film Grain, Lens Dirt, Cinematic Overlay with blue tint and chromatic aberration, Color Gradient, Cross Processing for more vivid colors, Anamorphic Bloom, Bokeh DoF and FXAA

New Particle effects : new muzzle flash effects, new explosion effects, new bullet impact effects, eject brass smoke and sparks, new combine energy ball effects, new tracer effects and more!

All new misc features like : L4D2 Muzzle Lighting, more blood option ( decals ) for all your naughty needs, blood which can be casted on every object in the game, flashlight attachment, immersive camera, camera roll and experimental dynamic grass.

There's also a lot more small changes, like combine soldiers can now jump over things, hardened AI. Also mod now has it's own "custom" folder which can hold every your change, that means every asset from the web is fully compatible with the mod, infact sounds, viewmodels, retextures you see on video are downloaded from gamebanana for testing purposes ( and they worked without any changes to them ) and most likely they won't be included into mod.

And one of the main features - Everything is configurable through all new VGUI based menu ( no more fiddling with console commands ), 98% of the mod features can be entierly turned off/on realtime. Don't like something? - Turn it off!

If you are looking for realism in this mod - then you can safely avoid and ignore it.

So, let's go through media!

Half-Life 2 MMod : Year worth of mediaHalf-Life 2 MMod : Year worth of media
Half-Life 2 MMod : Year worth of mediaHalf-Life 2 MMod : Year worth of media
Half-Life 2 MMod : Year worth of mediaHalf-Life 2 MMod : Year worth of media
Half-Life 2 MMod : Year worth of mediaHalf-Life 2 MMod : Year worth of media
Half-Life 2 MMod : Year worth of mediaHalf-Life 2 MMod : Year worth of media
Half-Life 2 MMod : Recent stuffHalf-Life 2 MMod : Recent stuff


New muzzleflashes, yay!

Half-Life 2 MMod : Year worth of mediaHalf-Life 2 MMod : Year worth of media
Half-Life 2 MMod : Year worth of mediaHalf-Life 2 MMod : Year worth of media
Half-Life 2 MMod : Year worth of media


What's that? Crossbow now has proper scope? Awesome!

Half-Life 2 MMod : Year worth of media


Now let's get to some brand new 22 minutes of gameplay :


Welp, this is all for now, there's more to be done and for love of pancakes - don't ask for release date.


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Post comment Comments  (20 - 30 of 323)
slipkid69
slipkid69 Oct 3 2013, 8:45am says:

Yes I don't like it I love it.

+3 votes     reply to comment
ppetrechen
ppetrechen Dec 13 2013, 8:32am replied:

Me 2.

+3 votes     reply to comment
GamerDude27
GamerDude27 Feb 17 2014, 11:36am replied:

Me 3

+1 vote     reply to comment
Kidnation
Kidnation Nov 26 2014, 6:16pm replied:

Me 4

+1 vote     reply to comment
JrComissarValvatorez
JrComissarValvatorez Aug 15 2013, 11:59am says:

Valve should just drop Direct X Eight for Orange Box games already. No need to hold the rest of us back because mommy and daddy can't afford a replacement for little Timmy's would be litterbox.

+5 votes     reply to comment
michael89
michael89 Aug 27 2013, 10:06am replied:

The support was dropped on P2 - source, so newer engine branches starting from it are DX9 - only.

+3 votes     reply to comment
Pantomorphic
Pantomorphic Jul 9 2013, 8:29pm says:

How can I get this engine?

-4 votes     reply to comment
Sticksanity
Sticksanity Jul 11 2013, 7:28am replied:

Download Source SDK from steam.

+5 votes     reply to comment
michael89
michael89 Aug 27 2013, 10:07am replied:

Source Sdk is just the collection of tools, while source sdk base is the real deal.

+6 votes     reply to comment
xalener
xalener Jun 12 2013, 12:23am says:

Why isn't Titanfall here?

+6 votes     reply to comment
Aplayer12345
Aplayer12345 Jul 24 2013, 2:35pm replied:

Wait... I've just read the wiki, and the game is developed on Source engine :DDDDDD WICKED :D

+4 votes     reply to comment
elyad1998
elyad1998 Jun 2 2013, 3:00am says:

the physics are great but the graphics ( textures, water physics) are ...

-1 votes     reply to comment
EddAdrian
EddAdrian Jan 4 2015, 5:52pm replied:

maybe in your opinion, when they presented it in 2003 it was incredible on the graphics also. no other game had all those features together, and no other big title in 2004 like far cry came even close to half life 2 as a whole. even in the recent years i still love it because the art-style is just beautiful and it's really immersive, when used right. games like black mesa source and portal 2 shows that and also Titanfall, even though the engine was modified, it's still source.

+1 vote     reply to comment
saltedDog
saltedDog Jun 7 2013, 12:40pm replied:

Great.It's just old.But lots of modders are making it great.Source is the best engine in the world.It's easy to use.And fun to use.

+7 votes     reply to comment
xalener
xalener Jun 12 2013, 12:21am replied:

It's not the best engine in the world. It's just the engine that everyone has an editor for.

0 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 (16 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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