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
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
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
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.
An epic bug hunt featuring a unique blend of co-op play and squad-level tactics. With your friends, form a squad of four distinct IAF Marine classes...
Blade Symphony is a game built on the Source Engine featuring fierce duels in an alternate universe. Play as the cyber-ninja Hokuten Assassins, the fabled...
Updated 2 years agoTBDSingle & MultiplayerFirst Person Shooter
Codename Prime is a Spiritual successor of The Commonwealth Saga, following Nithøk Godskinsson a 21st century mercenary fighting the Drago invasion of...
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Conscript is a psp/pc game using the source engine and a heavily modified quake engine that takes place in an alternate half-life 2 universe, through...
why the hell you letting down this comment ? do you really think Source engine is powerful ? do you that one dynamic light letting down FPS to 10 on modern machines in Source engine ?
???
u mad ? are u really think source engine is good ? why ?
half life 2 was gorgeous game,but engine IS totally suck.
tell me the argument,not judgement in trolling
You are actually right about the Source engine. But basically Source is just a **** version of the Quake 3 engine that has nice effects and facial animation.
Mapper is teribbly annoying(Even the best uni in the world says this), maps have slow loading times, it's buggy in windows (sometimes), has really old version of Havok physics, etc., etc.
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…
actually,Source is ****** version of Quake 1 (!) engine
It's actually a **** version of Quake 3 not 1
What is the meaning of this?
Source SDK is free? That means mods can now be made standalone? But they have to be downgraded from Source 2007 to Source 2006?
Haha Good Luck with that Valve, your games are good, but Source Engine, truly is a dinosaur, and hence, it sucks.
this engine sucks
cool games built on source,but its totally suck
(buried)
this engine sucks
cool games built on source,but its totally suck
why the hell you letting down this comment ? do you really think Source engine is powerful ? do you that one dynamic light letting down FPS to 10 on modern machines in Source engine ?
Fail troll is fail.
still quiet ?
so STFU n00b ^^
???
u mad ? are u really think source engine is good ? why ?
half life 2 was gorgeous game,but engine IS totally suck.
tell me the argument,not judgement in trolling
You are actually right about the Source engine. But basically Source is just a **** version of the Quake 3 engine that has nice effects and facial animation.
Mapper is teribbly annoying(Even the best uni in the world says this), maps have slow loading times, it's buggy in windows (sometimes), has really old version of Havok physics, etc., etc.