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: Contagion - Biotec, Stone Creek, and more in July Update!

About Contagion with 0 comments by Tatsur0 on Aug 1st, 2014

Contagion

As promised we've released our much anticipated Zombie Panic: Source Biotec Remake (Escape & Hunted Game-Modes), Stone Creek (Escape Game-Mode but in many ways Survival gameplay) the most popular Workshop map now in our Official rotation, our new Melee System that is not only much more user friendly but now with bladed weapons can more than cut off limbs but now decapitate zombies as well!

Of course we updated all existing maps with improvements, optimization, bug fixes, and exploits being removed.

Here is a look at these new maps!

Contagion - Biotec

Contagion - Biotec (July Update)
Contagion - Biotec (July Update)
Contagion - Biotec (July Update)
Contagion - Biotec (July Update)
Contagion - Biotec (July Update)
Contagion - Biotec (July Update)

Once again seek out the experimental vaccine that may hold the key humanities very survival! But it would seem that Biotec security was unable to either handle the horde invading... or was it from within?

Contagion - Stone Creek

Contagion - Stone Creek (July Update)
Contagion - Stone Creek (July Update)
Contagion - Stone Creek (July Update)
Contagion - Stone Creek (July Update)

With the most subscribers on Workshop and our promise to bring the communities favorites into the Official rotation (with permission of author) we're happy to include the very claustrophobic, classic survival like Escape map "Stone Creek" in our Official list of maps!

Check out what went out in our July update!

July 31st Update - Changelog:

  • Added new map Biotec (Escape & Hunted Game-Modes)
  • Added new map by popularity from Workshop Stone Creek (Escape Game-Mode)
  • Added gasmask objective item that prevents harmful chemicals from affecting player
  • Added gasmask voice muffling for survivors
  • Added Keycard objective item for unlocking security doors
  • Added keycard entity system for mappers
  • Added Zombie Decapitation with bladed weapons (Kabar not included)
  • Updated Melee System (WIP for balance) with decapitation
  • Improved navigation mesh for all existing maps
  • Changes to networking system in an attempt to fix LAN related issues
  • Kill Cam with the above mentioned bladed weapons also decapitate zombies when using stealth kill
  • Fixed weapon holstering issues
  • Fixed exploits, issues, and bugs on all maps from bug reports by the community (Thank you!)

If you missed our IndieDB "Monday Night Indie" with our good friend Dave "Henl3y" Traeger where we got to once again Stream together but this time with our game Contagion check it out!


Also don't forget tomorrow at 7:30PM PST/PDT (GMT - 7:00) we will be doing our own "Friday Frenzy" Stream & Giveaway where we will be playing... Biotec of course! Be sure to be there and follow us as we run a Stream & Giveaway every Friday at the same time on our channel Twitch.tv


We stream our Official Contagion "Friday Frenzy" via our Twitch.Tv Account at- Twitch.tv every Friday @ 7:30PM PST/PDT (GMT- 7:00) -Click here for current time-and will pass out one or more free copies of Contagion during the Stream!


Our Free DLC is in the works and coming along nicely and again will include 4 New Characters, 4 New Weapons, 2 New Maps, and 1 new game-mode. There will be other updates before and after as well as a second Free DLC bundle with amount of content not too long after but this in no way impedes our ability to further optimize and improve our game.

He're a look at what we're working on atm -Here-

-The Contagion Team

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Post comment Comments  (50 - 60 of 312)
EnnemyOfficer
EnnemyOfficer Apr 4 2012, 11:47am buried:

(buried)

The Source Engine is an outdated piece of **** that makes you spend 60% of your time trying to find alternative ways to make something because of the amazing number of bugs the SDK contains.

I want to make a laser that dissolves any NPCs ; I can't because the beam doesn't do any damages even if I set the properties/flags rightly. So I try to parent a trigger_hurt to the beam but even if I set "Damage Type" to "Beam", it is only turning a NPC to a ragdoll and doesn't dissolve it as I wanted. Great, now I have laser that just turn without blood a combine into a ragdoll, very realistic !

I want to make an introduction sequence with a point_viewcontrol that will fly over a path_corner/path_track, I can't because the viewcontrol doesn't stop and still continue to fly in a direction even when it's out of the map. Great, I have to use it in a static way.

There are so many stupid bugs that force you to change things you wanted in your mod.

And please don't tell me "wfgo I make css map and soucre 4 ever !!1!1 never had problems", since the Source Engine may seems nice only when you make what Valve is making now.

-10 votes     reply to comment
Dearnike
Dearnike Oct 19 2012, 11:16am replied:

Oh My God i think we got a kid and a bad mapper here.
You cant do cutscenes because Half Life 2 didnt yet,YOU NEED TO MAKE A ******* MOD.
Well if you hate Source SDK then just walk off from your stupid CSS mapping then,your maps sucks.

+2 votes     reply to comment
alexch
alexch Oct 17 2012, 1:52am replied:

What games did you do on the engine? You can download?

+2 votes     reply to comment
ᎶʋƝʂℋɨƤ_ℳƘ_ƖƖ
ᎶʋƝʂℋɨƤ_ℳƘ_ƖƖ Apr 15 2012, 6:33am replied:

Bugged, yes, i agree. But any engine have bugs. I tried many of them. Indie engines, commecraial, some very old ones. All of them have bad sides.

If you can't make something on it then it don't mean it "outdated piece of ****", get some skills.

+8 votes     reply to comment
Theuaredead`
Theuaredead` Apr 27 2012, 8:05pm replied:

Source and GoldSource are very modifiable and more easier to use, compared to other engines.

+5 votes     reply to comment
CrazyDarkDemonMonkey
CrazyDarkDemonMonkey Mar 8 2012, 5:30pm says:

Even though it was outdated, its still get the job done for awesome mods and etc. I have outdated source engines and they work so OutStandingly (mortal combat voice and silence, dripping blood in background with the fatality music...) but hey its what you think, so okay...But outdated source engines work is a fact. Well at least it worked for me.

+1 vote     reply to comment
CrazyDarkDemonMonkey
CrazyDarkDemonMonkey Mar 8 2012, 5:22pm says:

This is the best engine for all mods...if theres any other engines that are good for some other mods that source isnt, speak up and disagree with a comment supporting your disagreement about this comment.

+4 votes     reply to comment
epicbox
epicbox Feb 14 2012, 8:05pm says:

This keeps being the best engine for mods, in my opinion. Even if the source code for the 2009 version isn't available.

+4 votes     reply to comment
matheuslike9
matheuslike9 Jan 29 2012, 12:52pm says:

How can I own a Source Engine ?

+1 vote     reply to comment
Gjsdeath
Gjsdeath Feb 13 2012, 3:24am replied:

Sadly they don't release these updates in code form. I would of loved to actually mod Portal 2, not just create maps and assets for it. Wouldn't it be cool to see NPCs running around, maybe guns or vehicles? More than one env_projectedtexture active? Same goes for L4D1/2 and TF2.

And don't forget those... things... they call "tools". Most tools are command line, and anything that has a GUI is the very definition of unstable. I'm trying to mod AlienSwarm(it's the best codebase we have atm), and it's version of Hammer is the worst I've seen(and when I thought it couldn't get any worse). I swear it has a memory leak(cause I don't think a few brushes need 1.4GB of RAM) and it crashes 90% of the time I touch the model selector.

Valve seems to pride it's self on the fact that so many people mod it's engine. I would imagine they would try to keep us, instead of trying to kill us off with these SDK & mod-breaking updates and by releasing tools that make you want to kill the nearest living thing out of frustration.

I'm not the only one, many Source modders are jumping ship for far more stable and powerful tools(UDK). A few really good looking mods have already converted, and I know one that might be converting soon.

I'm still modding it, I'm really trying to hold on. Not sure why, either because I like the way Source works or I'm just too lazy to learn something better. But really, it's just a matter of time before Valve breaks my SDK again and I just say **** it and walk off.

Come on Valve, where is the love?

+5 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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