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:


  • 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 dear friends!

Almost a year has passed since the last media announcement's been published.

Today we are glad to finally give you some information.

First of all, we want to confess that The Revenge project has become for us something like an experiment. ­ During the development process we are learning and discovering new opportunities, finding interesting solutions.

We would like to share some cool achievements.

Firstly, we've learned to create our own content. This is very important because it allows to convey the atmosphere of locations the way it was conceived. If we would use only the standard resources of
Half-Life 2 then the atmosphere would not get any closer to the way we want to see it. And we want it to be unique.

5.10.2015 News

5.10.2015 News

5.10.2015 News

5.10.2015 News

5.10.2015 News

5.10.2015 News

5.10.2015 News

Secondly, we have paid great attention to the elaboration of the game world. We as true fans of the series Half-Life (at least we consider ourselves to be so) are not indifferent to the phenomenon of HL2 Beta. It is a vast and interesting topic which allows to understand the conformation of game universe.
So we decided to rethink some of the previous plot's decisions. You'll learn later which exactly.
And yet to build intrigue we will show you the old armored truck of Civil Protections, which before now existed only as a concept art by Viktor Antonov.

5.10.2015 News

Especially worth mentioning the work of our programmer who in the framework of our projects has made great strides in improving the graphics. For example, you can see a screenshot of the new Lens Flare shader.

Soon we expect to add SSAO which is being actively developed.
But, as it usually happens - with new knowledge and skills there's also a desire to rethink all the work.
We would like to bring the project to a new level of quality. It would take time. But it's also not an occasion to be bored! We have good news.

Today we want to announce the demo version of «The Revenge» - «Antenna».
At once we'll answer the questions you may have.

What it is?
"Antenna" sounds very strange, why not just The Revenge Demo? The answer is simple: it is much more than the usual demo! In fact, it is a prequel to the storyline of The Revenge. He matter is that we've been wanting to apply our knowledge and skills to something that would be associated with the main project, but won't take so many resources (mostly time).
And this summer we finally made a decision.

What "Antenna" 's plot is like?
The protagonist is an ordinary civilian who is on his way to the city Bergspize. Because of the accident caused by a landslide, he is forced to seek help from the rebels of a nearby camp of the Resistance.

How long does a walkthrough take?
Walkthrough will take 30 - 50 minutes, depending upon your playing style.

By the way, the good news.
The main volume of the work (namely location and scripts) is done. Now we only have to finalize the artistic component.
At the moment, we can show screenshots of the alpha version.

User Posted Image

User Posted Image

User Posted Image

[We apologize for three crowbars]

In addition, we've decided that we will more fully inform you about all stages of development. We believe that this may seem interesting to you and you will help our project by your feedback, comments and suggestions.
That's all for now, be attentive and don't forget to follow our news!
Team Oak Gear.

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Post comment Comments  (290 - 300 of 331)
PWnR_87 Apr 9 2009 says:

Much love for Source from me, it's amazing what mods and indie games can achieve with it if they really want to, and its scalability is undeniable, still one of the greatest engines out there.

+2 votes     reply to comment
Vitkauskas Apr 9 2009 says:

VALVe 4TW :3
It would be great that VALVe would make a better engine than source and include it in the orange box ^^'

+1 vote     reply to comment
Dec1234 Apr 1 2009 says:

I Love Valve.

+6 votes     reply to comment
poodleinacan Apr 1 2009 says:

YEY! It has scalability! Just waht I needed. I think am gona that in adition to Mod Tool (free version)

+1 vote     reply to comment
mmstick Mar 21 2009 says:

lol what do you mean? Just install the mod in the SourceMods folder...

+1 vote     reply to comment
exhelm Mar 21 2009 says:

Source engine is truly the best engine there is. much better then the cryengine i think

+3 votes     reply to comment
zimon2210 Mar 29 2009 replied:

Its easier to modify i think :P

+2 votes     reply to comment
Erwaitin Mar 25 2009 replied:

Perhaps Source technology is not the most advanced, but Valve effors about modding improvement and Steam position as a standard on FPS games make it much better to begin than any other engine. Of course, hard work get awesome results in any engine, but Source is awesome!

+3 votes     reply to comment
Frozen442 Mar 18 2009 says:

Can't wait for new version of this engine!
I hope episode 3 will have dynamic lightning ^^

+2 votes     reply to comment
TheUnknownM Mar 11 2009 says:

great engine and cant wait for half-life 2 episode 3

+1 vote     reply to comment
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Released 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 by Half_Kill

Lowest Rated (2 agree) 1/10


Jan 14 2011 by jonas6910

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