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: Test Chamber 17 Meets Green

About Portal 2 with 2 comments by laakkone on Feb 1st, 2015

After Chell finished her turn going through 19 challenging tests surrounded by lethal testing
elements and crackpot AI GLaDOS, it is time for that again. This time a "few" years later.

"The Enrichment Center reminds you that the
Weighted Companion Cube will never threaten to
stab you and, in fact, cannot speak.
" -GLaDOS

Test chamber 17 is originally from Portal 1. I decided to remake it into Portal 2 using elements of overgrown theme.






"In the event that the weighted companion cube does speak, the Enrichment Center urges you to disregard its advice." -GLaDOS

So hurry up and find your way to the Steam Workshop page and hit Subscribe to order ticket back to Test Chamber 17 !


Regards, laakkone

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Post comment Comments  (40 - 50 of 327)
Nykrint
Nykrint Nov 24 2012, 4:04pm says:

I really need to try out the Source SDK, it looks like a very flexible engine!

+5 votes     reply to comment
Kisaraji
Kisaraji Nov 14 2012, 10:58am says:

I heard that there's evidence that a Source 2 engine is being developed, is that true?

+7 votes     reply to comment
[AWWIIR-Dev]m0chil
[AWWIIR-Dev]m0chil Jan 2 2013, 6:35pm replied:

Yep they are still developing it

+5 votes     reply to comment
Guest
Guest Dec 18 2012, 4:05pm replied:

yes

+3 votes     reply to comment
Dr_Tomorrow
Dr_Tomorrow Nov 17 2012, 10:39am replied:

It is
On a recent fans visit to Valve to day happy birthday to, Gabe Newell himself! Confirmed the existence of source engine 2

+5 votes     reply to comment
TheJP3372
TheJP3372 Feb 13 2013, 6:07am replied:

Awesome, Source was really good for its time. So Source 2 is going to be phenomenal.

+3 votes     reply to comment
Guest
Guest Jan 7 2014, 5:48pm replied:

This comment is currently awaiting admin approval, join now to view.

darklord1311
darklord1311 May 25 2013, 1:56am replied:

(So Source 2 is going to be phenomenal)

it will be too awesome and Epic That Our faces will fly off Our Skin !

+1 vote     reply to comment
chibi123
chibi123 Nov 1 2012, 11:03pm says:

how to make half-life becomes half-life souce??:

+1 vote     reply to comment
Dearnike
Dearnike Oct 19 2012, 11:10am says:

Is this engine's even outdated? Cmon tell me.
Because it ISNT.
This engine is faar better than FreakBait3,Cryengine.
Just because it was created at 2004 it wasnt outdated yet.
No Im not a fanboy,so **** you who think i am.
See Ya.

0 votes     reply to comment
Acetyl
Acetyl Dec 9 2012, 4:31pm replied:

It is by definition, outdated. As time goes on, technology standards change, tools improve, support improves. Source was designed to be very modular, which is why the engine you see today is still somewhat viable. But its clear you came here with a made mind, its clear you are a blind fanboy who only listens to the resources that gives him the answer he wants, and its clear you've never once developed anything with source.

Outdated =/= useless. But the tools are horridly out of date, and the overall workflow is not good for commercial development.

Look at all the facts, not just the ones you like.

+1 vote     reply to comment
chibi123
chibi123 Nov 1 2012, 11:08pm buried:

(buried)

i dont know so **** you

-5 votes     reply to comment
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Platforms
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Company
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Licence
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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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