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 The Contract with 5 comments by Bravo81 on May 16th, 2013

Our current aim is to get the basic movements and actions working in-game, the required animations and models required.

As you can see on our profile and website we currently have our main character Sebastian:

Sebastian - Low Poly & Textured

 Plus our primary weapon a Ruger Mark 3, 22/45:

Ruger Mk 3 22/45

On top of this, programming has started on our game using the 2009 release of the Source Engine, plus level creation was started last week on our two missions.

In the way of audio, we have recruited a member of staff to Voice Act our handler, Specter. Another sound engineer has been recording the Ruger Mk3 in action from reloading to firing and even loading magazines bullet per bullet.

We are very happy with our progress as a team so far, including the development of our website which can also be found on our profile. We now have a community forum up and running which is just waiting for you lovely people to register and fill it with all kinds of goodness.


Also, you will find a Dev Blog on the website, allowing you to keep up to date and follow us via Facebook and Twitter:

 

As the excitement keeps building and our followers increase, we thank you for your interest in our project and hope that our unfolding concepts and ideas keep you on the edge of your seat as every update passes by.

All the best,
~The Contract Dev Team.

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Post comment Comments  (50 - 60 of 296)
KEVLAR60442
KEVLAR60442 Jul 24 2011, 6:58am says:

The orange box engine gives me 250 FPS on my rig. Now Valve, I know you're trying to make your games accessible to low end PCs, but really, you can afford to take bigger steps with your graphical progression.

-3 votes     reply to comment
TheGameFoxBrother
TheGameFoxBrother Jul 23 2011, 8:11pm says:

I just realized that there are 666 watcher.
Bad luck :P

+3 votes     reply to comment
cinco
cinco Jul 18 2011, 11:37pm says:

troll has replaced "***" and "retard" in the idiot's vernacular to refer to someone who holds an onion different than his own.

+3 votes     reply to comment
merher55
merher55 Jul 7 2011, 12:25pm says:

wait is this modeling program so people can make mods for other games?

-4 votes     reply to comment
shadowdude1
shadowdude1 Jul 10 2011, 3:56pm replied:

no,this is hacking tool so people can hack microsoft server

+9 votes     reply to comment
KEVLAR60442
KEVLAR60442 Jul 6 2011, 1:05am replied:

Opposing Force 2 is nearly identical in technical merit to vanilla HL2. The mod looks good, but it is nowhere near as technically impressive as say, City 17 or the Cinematic Mod.

+3 votes     reply to comment
LizardGamer
LizardGamer Jul 2 2011, 7:44pm replied:

Those images are pre-rendered and the Source engine uses the 2003 or 2004 version of Havok physics

+1 vote     reply to comment
KEVLAR60442
KEVLAR60442 Jul 6 2011, 11:13pm replied:

Not quite true. Unreal in infinitely more powerful than the Source Engine, but many of the games are ugly as sin due to poor design and artistic direction.

+5 votes     reply to comment
LizardGamer
LizardGamer Jul 2 2011, 7:52pm replied:

He's not a troll he's just giving his own opinion

+1 vote     reply to comment
Velmarshal
Velmarshal Jul 5 2011, 7:20am replied:

A trolling opinion for that matter.

0 votes     reply to comment
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Platforms
Windows, PS3, X360, XBOX
Company
Valve
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Official Page
Valvesoftware.com
Licence
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Release Date
Released Oct 31, 2004
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Highest Rated (12 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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