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 INFRA with 0 comments by GonaUho on May 5th, 2015

This week… we worked on birds. And we’ll talk about motivation.
The birds turned out mentally handicapped with the flying abilities of a magic rug, they literally just float around.

In other news, the office was running on 116.7% capacity and a couple of guys got the chance to try out sleeping on the office floor. Coughing dust and crumbs never felt so good!

The watertreatment.

No, but really, we did work on bird AI, yet another thing that didn’t turn out to be just a walk in the park. The project as a whole is moving along, but with baby steps and it’s frustrating for everyone to uncover a huge mess behind what you originally thought would be a simple fix. Everyone would love to just get on with the game and start finalizing the chapters and levels we’ve already worked so hard on, but at this point we’ve learned to expect that nothing works as previously intended. Add to that the pressures of trying to finally stitch the Indiegogo campaign together, you've got a volatile and “heavy” work environment, under which most teams would crumble.

The Stalburg city from an angle.

For months we’ve “seen” the light at the end of the tunnel, which has motivated us to give each week just a little bit more. Then there’s the peer pressure of others working hard, making you want to at least level them in terms of effort. You simply feel bad seeing your friend work 10 hour days without you.No one is slacking off, but in a way the definition of slacking has changed as we’ve moved on with the project, although doing your best should never be taken for granted.

Beware the wet ladder.

Finally just the pure unrivaled passion the team has goes a long way, but we truly do feel that with projects like this it would be incredibly difficult to stay focused with only individual vision and motivation. Surprisingly often we find ourselves needing the team to know when we’ve done enough, not when we’ve done too little.

No great final words or puns for this one, just a couple of pictures :)

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Post comment Comments  (310 - 320 of 328)
mr_peters
mr_peters Jun 13 2008, 6:47pm says:

just great... and they are using games in it that i have played/playing... feels like this clip is about a part of my life, or whats gonna happen to my life if i keep sitting at my comp 10 h each day xD, well, **** happens and im still 15 years old ;)

+1 vote     reply to comment
HunGub
HunGub May 25 2008, 6:16am says:

WHAT THE IM CONFUSED WHERE DO I DOWNLOAD IT?

-1 votes     reply to comment
LORDDEREX
LORDDEREX Jun 10 2008, 11:03am replied:

u cant download Source Engine u need to buy games like Half-Life 2 and u get Source SDK with it

0 votes     reply to comment
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
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Platforms
Windows, X360, XBOX, PS3
Company
Valve
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Official Page
Valvesoftware.com
Licence
Commercial
Release Date
Released Oct 31, 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, 3:48pm by Half_Kill

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