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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2020 Mapping Contest


Developers New World Interactive have announced a mapping contest for their team based tactical FPS Insurgency: Sandstorm, which is now live!

Organised in collaboration with Nvidia, Intel, Epic Games, Focus Home Interactive, Saber Interactive, and mod.io, you have 20 weeks to put together your own map and go in the running for several prizes. You can work solely or in a team on your map and submissions will be uploaded and judged using the mod.io platform.

2020 Mapping Contest Prizes


New World Interactive have a long history with not only running mod contests for their previous games (including Insurgency and Day of Infamy), but supporting modders and promoting their work too.

As a studio with deep roots in the modding scene, we are proud to be launching our first mapping contest for Insurgency: Sandstorm, and New World Interactive’s largest modding contest to date!

Whether you are an experienced level designer or a complete beginner, this contest is open to all ability levels and is the perfect opportunity to download our Mod Editor, learn Unreal Engine and familiarize yourself with level design principles.

Previous modding contests for Insurgency and Day of Infamy, have led to numerous incredible community maps, many of which have gone on to become official in-game content at a later date. With a 20 week contest and our largest ever prize pool, we can’t wait to see what fantastic creations level designers come up with, and wish all entrants the best of luck!

Learn more about the rules for the contest below, on the New World Interactive website and on mod.io. The event was kicked off with a live Stream on Twitch with Epic, which you can check out here.

2020 Mapping Contest Info

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FelixDman
FelixDman

The most best Engine in universe

Reply Good karma Bad karma+2 votes
sofokl3lodei
sofokl3lodei

Hi, how i can found people for work with battle royale on source engine?

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Dosman94
Dosman94

To bad this engine was not coded to count beyond the number three.

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shitty_kitty
shitty_kitty

man, i love source :3

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Guest
Guest

can anyone link me an up to date tutorial on how to make mods for the source engine beyond going into source sdk and clicking create a mod the best link I have found so far is the my first mod article in the valve developer community however for the prepare the solution section I got very confused as the only version of visual studio I have is 2015 but it only goes up to 2012

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bm_killer10
bm_killer10

check crimewarssource youtube vids

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Highest Rated (20 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 by Half_Kill

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