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: Update 24

About Conscript with 4 comments by biodude on May 22nd, 2013

Hello everyone and welcome to a special update 24.

First off let me start off by saying thank you for being patient with us. As school's end draws near, it has been crunch time with all of us, not even mentioning how busy our personal lives have been as well.
Now that summer is right around the corner, we should be able to churn out more content and continue to grow even more so, so stick with us for the time being.

Lets get this started

Phone has been working on some awesome psp sniper rifle animations:


Our Russian concept artist Decepticoin has made some new artwork showing off the Air exchange and Alyx's cache nearby. Enjoy

Waste pics

Waste pics

We have been recently interviewed by IndieComplex- bare with me as it was late for both hangman so forgive us for any rambling; and I and was using the worst possible 8 year old webcam with a built in mic. Not totally planned out either, but it should bring a little clarity to a few questions you may have had. I plan on having a more formal chat with a better microphone soon with more team mates. All in all we had a good time and look forward to more. Thanks IndieComplex!

I've finally decided its time to have a closed multiplayer beta of the Psp's PC port.

Here is some info on that:

- We will be using the older animations/arms for the beta, since most of the new animations on the new arms are unfinished
- Total of around 4-6 maps on a cycle
- Possible adding a survival mode
- 12 weapons each with secondary functions
- Awesome in-game music
- A taste of whats to come with conscript

I'm still deciding who I'm letting into the private beta, but at the moment if you haven't been added to the group already then send me a pm telling how long you've been a conscript watcher, a little about yourself, what would make you a good beta tester,etc.
Make sure you have a steam account since the group takes place there!

As you've noticed on some of our recent psp screenshots and read in the info boxes, our psp conscript- along with a few of our fellow psp benefactors have now moved onto the Dquake engine yet again.

This new engine fixes problems such as the hl1 bsp memory leaks, great particles to choose from and add on our own, new model formats, decals, and much more. It will be a little journey to use the engine to its full potential, but it will be worth it in the end.


Conscript on the source engine will be getting some love no doubt, its been off to a bit of a slow start but we're getting there.

We will be choosing a name for the PSP conscript soon, since it has become confusing for many of our fans and new team mates to distinguish them apart.

As a side note I'm going to Animazement this weekend dressed as a conscript, handing out business cards. If you're one of those people who've found yourself here from that, say so and ask any questions you may have :)

Don't forget to check out Left 4 Quake and Cause of War as well, our psp teams are basically one big team at this point, and they've got some good stuff going on over there.

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Post comment Comments  (60 - 70 of 297)
GuNsHiP_MK_II
GuNsHiP_MK_II Jul 2 2011, 10:46am says:

You are two wankers, you didn't know anything about this engine...

Here is true power of Source Engine :

http://www.moddb.com/mods/opposing-force-2/images/of2-the-falling-citadel1
http://www.moddb.com/mods/opposing-force-2/images/of2-jefferson-avenue-wip#imagebox
http://www.moddb.com/mods/opposing-force-2/images/of2-wasteland-landscape#imagebox
http://www.moddb.com/mods/opposing-force-2/images/of2-wastelands-the-pit-drones-lair#imagebox
http://www.moddb.com/mods/opposing-force-2/images/of21#imagebox
http://media.moddb.com/images/mods/1/5/4384/c2a5_release12_005.jpg
http://media.moddb.com/images/mods/1/5/4384/subtr_release11_001.jpg
http://media.moddb.com/images/mods/1/5/4384/34591.jpg

As you can see here, Source engine have great render ( if you are about graphics ) This engine have one of the best Havok physics.

Also Source is not made from GoldSRC, This engine just have some patrts of his code and the same structure code.

-2 votes     reply to comment
shadowdude1
shadowdude1 Jul 2 2011, 3:18pm replied:

its looking good.design trumps technology
but engine still suck

0 votes     reply to comment
GuNsHiP_MK_II
GuNsHiP_MK_II Jul 2 2011, 3:22pm replied:

Now you are really a troll, very obvious troll.

+2 votes     reply to comment
GuNsHiP_MK_II
GuNsHiP_MK_II Jul 2 2011, 3:33pm replied:

All design stuff depends on Engine Power much.

+1 vote     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
GladosParadox
GladosParadox Jul 2 2011, 3:02pm replied:

Also check this map,background mill,the best map for Half-Life 2 deathmatch: Gamebanana.com

+2 votes     reply to comment
Cremat0r
Cremat0r Jul 17 2011, 2:48am replied:

Hey Mr. Crysis 2, overloading something with effects and bloom doesn't make it look better.

+1 vote     reply to comment
shadowdude1
shadowdude1 Jul 1 2011, 4:40am replied:

nope,valve licensed quake1 engine and forked it. result is GoldSource (HL1engine) , then,they modify it and come to Source engine
quake - > goldsource - > source
not quake3

+1 vote     reply to comment
LizardGamer
LizardGamer Jul 1 2011, 4:46am replied:

Damn got my info mixed up with the COD engine, sorry

-1 votes     reply to comment
shadowdude1
shadowdude1 Jul 1 2011, 4:59am replied:

COD engine is not that bad
yes COD physics is ugly,but engine is works good with dynamic light and it well optimized

+2 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 (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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