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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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The historical Port of Qui Nhon

In 1861 Qui Nhon was attacked by a United States Navy warship returning fire on a Vietnamese-held fort protecting Qui Nhon during the French and Spanish conquest of southern Vietnam.

mcv warehouse ref

At the beginning of the Vietnam War in 1965 the Port of Qui Nhon, which was connected to railway, was upgraded with U.S. assistance to support military operations in the area. Throughout the war the North–South railway was a target of bombardments and sabotage by both North Vietnamese and Viet Cong forces.

mcv warehouse03

U.S. Special Forces clearing the area after a firefight.

mcv warehouse011

Viet Cong firing his RPG-7 towards U.S. Army soldiers entering the warehouse.

mcv warehouse022

Port of Qui Nhon

The map features two outdoor yards and a warehouse area. The Viet Cong spawn at a port entrance connected to the railway system, while the U.S. Army spawn next to a road near the railway administrational building. Players battle for control of the train yards and the train maintenance and loading warehouse. It features the following game modes: Conquest, Capture the Flag, Gun Game, Team-Deathmatch & Deathmatch.

Khe Sanh Combat Base

Khe Sanh Combat Base

Military Conflict: Vietnam 2 comments

During the Vietnam War from January 21 to July 9, 1968 U.S. forces were defending the Khe Sanh Combat Base against the North Vietnamese People's Army.

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They Hunger Lost Souls ReBuild

And the game the requirement. And optimization.

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Garry’s Mod is a sandbox mod for the Source Engine. Unlike normal games there aren't any predefined aims or goals. Players are given tools and are left...

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An infantry multiplayer first-person shooter set in the Vietnam war.

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Invasion is a class-based first-person shooter heavily inspired by Valve's original concept for Team Fortress 2 in 2003, featuring a myriad of different...

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Black Mesa

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Black Mesa is a re-envisioning of Valve Software's classic science fiction first person shooter, Half-Life. Powered by Source Engine, You will re-visit...

Resurgence

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Resurgence deploys you in shoes of a young resistance member, who have escaped from Nova Prospekt thanks to one free man, and is willing to find his old...

Battle Grounds III

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Comments  (0 - 10 of 328)
FelixDman
FelixDman

The most best Engine in universe

Reply Good karma Bad karma+1 vote
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

Reply Good karma Bad karma+1 vote
bm_killer10
bm_killer10

check crimewarssource youtube vids

Reply Good karma Bad karma+2 votes
ReDrag0n
ReDrag0n

Source 2 HYPE
Polygon.com

Reply Good karma Bad karma+1 vote
FacepalmFullONapalm
FacepalmFullONapalm

Can't wait for Source 3... Oh wait.

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
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Highest Rated (21 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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