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 GOMBIES with 0 comments by Bravo81 on Aug 26th, 2014

Back for more!

Hello and welcome back to GOMBIES, here's our latest update with information on what's going on in the Greenlight Games world of GOMBIES!

Level Design

Sadly there's nothing more to see in this update, a lot of the work we do in the background right now isn't pretty enough to show you. On top of this our Lead Level Designer Teemu had a small mishap with his computer, which ended in his Power Supply blowing. Oops! So he's been out of action for a few days... but not to worry! He works night and day. *Cracks Whip*

Concept Art

Nicky our 2D artist has created some more GOMBIE concepts for you to look at! On top of this, she has designed another backpack that our characters will be able to use on their travels. We'll upload the backpack later today.

Blue Gombie 1:

Blue Gombie 2:

Red Gombie:

Programming

Our programmer Ruben, has currently whipped up some awesome frameworks and gameplay prototypes. We're running through gameplay to find what works best, making sure things are balanced. Hopefully we'll have something more to show you soon but you'll have to wait for now.

3D Modelling

Our modellers Jamie and Brock are making good progress, we've a lot of props being created everyday and our 3 main characters are now modelled and currently being textured! We don't want to show you our characters just yet, sorry! But here are random props instead.

Pallets:

Electric Box(WIP):

Electric Box(WIP):

Desk:

Crate:

Crate:

Sound Design

Nick AKA Elastic Music Productions has composed some awesome sound tracks! These will be used as menu music, game music and credits music. We won't tell what the following samples are for, but heres a minutes preview.


That's all folks!

So that's it for todays update, as always please feel free to visit our website, like us on Facebook, follow us on twitter and subscribe to us on YouTube for more updates!

We hope you enjoy what you see and can't wait to show you more.

Thanks,
The Greenlight Games Team.

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Post comment Comments  (300 - 310 of 315)
jazminas
jazminas May 11 2008, 7:55am says:

there i can get this engine?

-1 votes     reply to comment
viper276
viper276 May 6 2008, 12:33pm says:

this is one of the best engines ever used for games

+5 votes     reply to comment
LORDDEREX
LORDDEREX May 18 2008, 12:54pm replied:

Source is the best for realism-made games!

+5 votes     reply to comment
viper7x
viper7x Mar 5 2008, 1:26pm says:

Here, I have half life 2 (orange box) but I can't see to find out how to get hold of the engine. Is it possible to do this and if so where would i find it.

+2 votes     reply to comment
da_newb
da_newb Mar 5 2008, 5:38pm replied:

Open up Steam and on the top where there are all the tabs click tools. Then click on Source SDK and click on install in the bottom right. I would also recommend installing the bases. I think some mods utilize them in some way. I might be mistaken though.

+4 votes     reply to comment
Gongong
Gongong Feb 1 2008, 3:03pm says:

Best engine ever built. And the mod list proves it. :D

About the derivation: Tell me an fps engine that isn't Quake or Unreal-derived. :P

+9 votes     reply to comment
comrade_grunt
comrade_grunt Apr 1 2008, 2:35pm replied:

The doom engine :V

0 votes     reply to comment
hexpunK
hexpunK Mar 21 2008, 11:41am replied:

I agree, plus its got to be the easiest engine to map/model/skin for, very flexible once you get used to it

+2 votes     reply to comment
lcpuche
lcpuche Dec 8 2007, 3:57pm says:

its not queakelike... at all

-1 votes     reply to comment
leilei
leilei Feb 6 2008, 5:05pm replied:

you're right, quake was derived from the source engine

+1 vote     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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