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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The wait is finally over! Day of Infamy will be free to play on Steam starting Thursday Oct 12th at 1PM EST; running all the way until Monday Oct 16th at 1PM EST!

This is a perfect opportunity to try the game or show the game to your friends! All we ask is that you help out all the new players that will be joining you inside the game. Show them kindness and together we can help grow our community so that it stays vibrant and active!

To reward new players and returning players alike, we’ll be doubling experience points through the weekend to help unlock Day of Infamy’s 30 playable units.

Brittany Update Released!

The new Brittany update is out now! A big thank you to everyone that came out to help test and provided us with their feedback!

Here are all the new features included in today’s update:

New Map “Brittany”
The French region of Brittany was the backdrop for a bloody siege weeks after the D-Day landings. Players will fight through the map’s rail-yards, bombed-out buildings and fortified bunkers. The Brittany map originally started as a community map based on the French town of Brest in the Brittany region. After placing 3rd in our community level design contest, our development team has worked with the map designers to flesh out the map for official release.

https://newworldinteractive.com/isl/uploads/2017/09/image-14.jpg

https://newworldinteractive.com/isl/uploads/2017/09/447820_20170914184758_1-1024x576.jpg

New Tutorial Mission “Shooting Range”
A new training map, designed to help new players feel more comfortable with the game’s weapons before they head out to the battlefield.

shootingrangetop2

https://newworldinteractive.com/isl/uploads/2017/09/shooting_range0000.jpg

  • Improved UI animations and sounds
  • Achievement bug fixes and faster stat loading times

Read full patch notes for the Brittany update here!

More Livestreams and Content!

During the free weekend expect daily livestreams from Game Designer Michael Tsarouhas, Creative Director Andrew Spearin and Community Content Producer Alex Blonski starting on Thursday @ 1PM EST.

As well, expect streams from some of our best community content creators such as DevilDogGamer, The Nvidia Streamer House, KarmaKut, Big Fry, BreakTheVices and Sp00nerism! We’ll keep you updated on stream times this week on Facebook / Twitter and will host our community streamers on our Twitch channel, twitch.tv/newworld.

We’ll also be featuring the best content from our community all week, from mods to our YouTube content creators. Stay tuned to us on social and to the in-game news feed!

INFRA: Complete Edition is here

INFRA: Complete Edition is here

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INFRA is finally complete with the Part 3 of 3 now released!

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Day of Infamy - Dunkirk Update

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FREE content update for Day of Infamy includes: Dunkirk map, Breville map, and new grass!

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Day of Infamy - Aussie Update

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Lost Story Dev.Log #5: Fate of fan-made Half-Life game

Lost Story Dev.Log #5: Fate of fan-made Half-Life game

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We cannot wait to congratulate all of you on this remarkable day. This day, we release the Gameplay Teaser and announce the Lost Story: The Last Days...

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Comments  (0 - 10 of 336)
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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Guest
Guest

anyone know what engine i should use to make my own game

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Argoon
Argoon

That is a stupid question because no one can know what engine is the best for "your game", all we can do is suggest the engine we like the most, but sometimes what we like is not "the best".
The only way for you to know, what is the best engine for your game, is for you to experiment with them, and imo the best engine for any game, is the engine we as a developer/moder know the best, trying to find a engine perfect for your game is stupid and is the reason that many wannabe game developers never release anything.

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ReDrag0n
ReDrag0n

Source 2 HYPE
Polygon.com

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Dr.Octavia-Pus
Dr.Octavia-Pus

HYPE is real!

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Highest Rated (19 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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