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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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We have released an update that includes a new map and numerous features, fixes and improvements. The new map is called Dry Canal, originally created by community member Tribly and a finalist in our Gamebanana level design contest last year.

We are also releasing the foundation for our competitive ranking system. The system is not fully functional yet, but the game now loads the web-based system that will evolve into the competitive component. We can begin to update our competitive and stats systems without requiring a game update.

We know our competitive community are anxiously awaiting the competitive matchmaking features, and we appreciate everyone’s patience. You can expect to see ingame progress in the near future, and if you want a preview of our competitive features, we will be creating a Competitive Testing group on Steam which will give you early access to features before they are introduced to everyone else. We will use this group to test the systems on a smaller base of users and solicit feedback.

In addition to the update to Insurgency, the Day of Infamy mod has also been updated on Workshop. Five new community-made maps have been added to the official map rotation for the mod, and some new content has also been added including a new weapon and new weapon assets. Full changelist found here. Subscribe to the mod here.

Important note regarding custom player models: Because of animation changes made in this patch, any Workshop custom player models now will cause the game to crash because they do not have the correct IK settings compiled. Please unsubscribe and notify the Workshop creator that their models must be updated. Workshop authors: check this forum post for info on how to make the fix.

drycanal 1024

Full changelist is below:

New Map

  • Dry Canal (Day and Night versions)

New Scenarios

  • Multiplayer
    • Dry Canal Push
    • Dry Canal Skirmish
    • Dry Canal Occupy
    • Dry Canal Firefight
    • Dry Canal Strike
    • Dry Canal Elimination
    • Dry Canal Ambush
  • Cooperative
    • Contact Checkpoint
    • Dry Canal Checkpoint
    • Dry Canal Conquer
    • Dry Canal Outpost
    • Dry Canal Survival
    • Dry Canal Hunt

Features

  • Implemented facial animations for your guide in the training level.
  • Created Clean Sweep achievements for every map running Hunt game mode.
  • Created Decisive Victory achievements for every map running Checkpoint game mode.
  • New first person AK-74, AKS-74u and Makarov animations.
  • New third person animations for reloads, grenade throws and foregrips.
  • M16, M4 and AK-74 world models have been updated with moving bolts.
  • IK support for third person hands and feet. Mod authors will need to update any player model mods they have on the workshop.
  • Steam View Game Info dialog now shows the player score rather than kill count. Player score can be hidden on the View Game Info dialog if server enables sv_suppress_steam_score.
  • Damage and suppression is replicated to spectators watching in first person.

Optimizations

  • Player spawn staggering implemented to reduce server lag spikes that occurred when a large amount of players spawn at once.

Gameplay Improvements

  • Survival improvements
    • Adjusted price and amount of ammo received from chest rig and chest carrier to make ammo more limited.
    • Tweaked AI behavior so bots are less likely to patrol parts of the map humans can avoid.
    • Added win condition for level 100

Fixes

  • Players now get correctly damaged and flashed by grenades while leaning around a corner.
  • Fixed the black sky issue when Shader Details were set to medium or low settings.
  • Fixed the subtitles not working in the training level.
  • Fixed the clean sweep hunt achievements not triggering properly.
  • Possessing a bot no longer reloads when using a controller.
  • Fixed being able to crash servers by spamming the inventory_resupply command.
  • Fixed FPS drop caused by main menu HTML panels after connecting to a server.
  • Character models are now positioned with their head where the first person view is in crouched and standing stances, which should help prevent “head glitching”.
  • Fixed multiple world model bipods attaching to a weapon.
  • Fixed detached foregrip on shotgun world models.
  • Added IK support to first person hands on various weapons to prevent any sliding during transitions, specifically pistols.
  • Fixed being able to skip the M249 reloads.
  • Players now experience fall damage when landing in shallow water.
  • SourceTV demos can now be viewed without crashing the client. Demos recorded prior to this patch may fail to load.
  • When viewing a player in first person through SourceTV, proning and leaning is now shown correctly.
  • sv_hud_deathmessages can now be enabled on co-op servers.

Map Changes

  • New District checkpoint layout
  • Fixed an issue in Embassy where you could jump behind the map.
  • Added invisible walls in Panj to prevent players from accessing certain exploit locations.
  • Fixed a bug in Siege Outpost where cache B would be in a bad location.
  • Fixed many other miscellaneous issues in multiple levels.

User Experience Improvements

  • Pressing escape now closes menus properly.
  • HTML MOTDs have been disabled due to player feedback. Unfortunately, too many servers were abusing this ability by playing ads that could not be stopped or were obnoxious.

Modding

  • Server-side Workshop now supports collections.
  • Workshop servers will now correctly query for map updates between games.
  • Spawn points and spawn zone entities can now be assigned a squad ID, allowing mappers to create squad specific spawn areas.
  • Theaters:
    • Added mutual exclusion to weapon upgrades. This can be used to exclude any two upgrades from being equipped simultaneously that are in different upgrade slots. Under a weapon upgrade add “excluded_upgrades”, with an arbitrary key and a value set to the name of the upgrade to exclude. The exclusion should be defined on the latter of the pair in the theater file.
    • Added “overlay” setting to gear definitions.
    • Added the “third_person” subsection to weapon definitions.
  • Replaced c_thirdpersonshoulder with sv_thirdperson and all the associated settings.

Capa Mode (beta)

Introducing new features to the roaming spectator mode, currently controlled using Console Variables. The name "Capa" is an homage to one of the greatest war photographers, Robert Capa, who co-founded Magnum Photos following the Second World War. His images of Omaha Beach on D-Day are iconic. Sadly, he was killed by a mine in Indochina in 1954. Capa had a famous saying: "If your photographs aren't good enough, you're not close enough," and this feature will help you get closer to the action while spectating.

  • spec_camera_options_gui 1, displays UI to adjust f-stop, focal length, and focal distance
  • spec_bank 1, enables camera banking
    • spec_bank_angle , Maximum camera banking/roll angle
    • spec_bank_smoothing , Banking interpolation amount (higher = slower)
  • spec_handheld , enables handheld camera feature that moves the camera around as if it were held by a camera operator
    • spec_handheld_frequency , frequency at which the camera shakes (recommended value is 0.3)
  • spec_fov 1, enables manual FOV control while in Capa mode allowing you to zoom in and zoom out using the scroll wheel
    • spec_fov_angle , manual FOV angle that can be changed using the ConVar or by scrolling
    • spec_fov_delta , Amount of degrees to add or subtract depending on scroll wheel movement
    • spec_fov_smoothing , interpolation amount
    • spec_fov_lockdoftofov 1, Use FOV to calculate the focal length of the brute force Depth of Field effect (mat_insdof 1)
  • spec_interpolate 1, smooth out mouse movement
    • spec_interpolate_smoothing , interpolation amount
  • spec_interpolate_position 1, smooth out camera position
    • spec_interpolate_position_smoothing , interpolation amount
  • sv_specspeed (server) - this is not a new value but it should be lowered during the test which we will probably do via RCON as we go like during previous tests

Fixes

  • Fixed grenade prime animation getting stuck in third person.
  • Fixed missing resource file for the depth of field/spectator control UI (Capa mode UI).
  • Fixed server log output displaying “TEAM ONE” and “TEAM TWO”.
  • Custom playlist can now be selected.
  • Added Dry Canal Checkpoint to Coop Elite playlist.
  • Added Tell Hunt and Tell Night Hunt to playlists.
  • Fixed muzzle bone on AC-556 world model.

Map Changes

  • Removed windows in Market to avoid spawn camping Security.
  • Fixed Dry Canal survival objectives disappearing after capturing B.
  • Fixed a respawn issue on Tell Checkpoint

Modding

  • Spectator fixes for sv_thirdperson.
  • Added mp_ignore_win_conditions for customising gamemode behavior.

Day of Infamy Update

The Day of Infamy mod has been updated on Workshop with five new community-made maps added to the official map rotation, and new content including a shotgun and updated weapon assets.

New Multiplayer and Coop Maps
Resistance by JakHalz

resistance

Bridge at Remagen by ThirdEye

bridgeatremagen 1024

New Coop Maps
Metz by Chief-C

metz 1024

Iron Cross by Chief-C

ironcross 1024

PS7 by Freddy

ps7 1024

Features

  • New M1912 pump action shotgun for American Assault and Demolition classes.
  • New Kar98k rifle, scope and bayonet assets.
  • New Bazooka assets.
  • New first person Luger pistol animations.
  • The MP40 now uses a unique model so any Workshop mods that replace the one in Insurgency will not replace the one in DoI.
  • Updated first person melee animations.

Fixes

  • Fixed textures and shaders on the Luger pistol.
  • Fixed being able to skip the MG42 and M1919 reloads.
  • Removed bayonet from G43.
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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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Cheeky_Bi_Agnostic
Cheeky_Bi_Agnostic

One of my favourite engines to work with.

Reply Good karma Bad karma+3 votes
abdullahsaleh16
abdullahsaleh16

Sadly, the tools are a bit out-dated compaired to other commercial engines.

Reply Good karma Bad karma+2 votes
Sockman111
Sockman111

Well the hammer editor is a GREAT tool even today.
Also with source 2 valve is going to make the tools easier to work with, so that's always something to look forward to.

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Bassethound
Bassethound

Does anybody know how to download source?

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Guest
Guest

you go to steam and download one of the Source Bases, the Source SDK, and the Dedicated Server if you are making multiplayer games.

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FelixDman
FelixDman

thanks guest one

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Highest Rated (18 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

Lowest Rated (2 agree) 1/10

The Source Engine is an outdated piece of shit that makes you spend 60% of your time trying to find alternative ways to make something because of the amazing number of bugs the SDK contains. I want to make a laser that dissolves any NPCs ; I can't because the beam doesn't do any damages even if I set the properties/flags rightly. So I try to parent a trigger_hurt to the beam but even if I set "Damage Type" to "Beam", it is only turning a NPC to a ragdoll and doesn't dissolve it as I wanted. Great…

Apr 4 2012 by EnnemyOfficer

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