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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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Hello and good day everyone,

After exactly six months of downtime, we finally managed to acquire this:

server eastcoast bill

and this:

server westcoast bill

... so, all the trouble with high pings and connection issues for our US player base will soon be a matter of the past.

Meanwhile, we're still fighting with the last issues of our BETA for the huge patch that will, among other things, bring back much improved Menu / UI design, several new or completely overhauled maps and a whole new game mode.

MONACO is seeing final testing this week:

casino opera 01

casino opera 02

casino harbor 01

casino harbor 02

casino harbor 03

casino harbor 06

casino harbor 07

So, within a couple of weeks we'll get US servers back and this stuff released :).

Stay tuned - and if you care to join the BETA, just send me a PM.

We could always use a few more people to join the fun.

Best regards,

Til

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INFRA

INFRA released!

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Hello everybody! INFRA Part 1 has been released on Steam! Huge thanks for everyone who have followed and supported us during the development!

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THIS is TI. Command attack dogs, deploy breaching charges, perform drive-bys and control hostage situations that have clearly gotten out of control…...

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dragon122
dragon122

Source 2 HYPE
Polygon.com

Reply Good karma Bad karma+1 vote
Dr.Octavia-Pus
Dr.Octavia-Pus

HYPE is real!

Reply Good karma Bad karma+1 vote
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.

Reply Good karma Bad karma+2 votes
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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Platforms
Windows, VR, X360, XBOX, PS3
Company
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1070 votes submitted.

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Highest Rated (17 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

LAMEST GAME ENGINE I'VE EVER SEEN

Jan 14 2011 by jonas6910

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