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Source (game engine)

Source is a 3D game engine developed by Valve. It debuted as the successor to GoldSrc in 2004 with the releases of Half-Life: Source, Counter-Strike: Source, and Half-Life 2. It is most well-known for its usage by Valve, but the engine has been used both by small teams and individuals to create modifications of Valve games,[1] and other studios creating distinct games, notably Troika Games title Vampire: The Masquerade – Bloodlines. Valve continued to create incremental updates to the Source engine after its 2004 release, most of which coincided with games created by Valve. In the late 2010s, Valve created the Source 2 to replace Source, with it publically debuting alongside Half-Life: Alyx. The Source engine is most well known for its advancements in physics, AI, and graphics.[2]

Source
Developer(s)Valve
Initial releaseOctober 2004; 19 years ago (2004-10)
Written inC++
MiddlewareHavok
PredecessorGoldSrc
SuccessorSource 2
LicenseProprietary

History edit

Source distantly originates from the GoldSrc engine, itself a heavily modified version of John Carmack's Quake engine with some code from the Quake II engine. Carmack commented on his blog in 2004 that "there are still bits of early Quake code in Half-Life 2".[3] Valve employee Erik Johnson explained the engine's nomenclature on the Valve Developer Community:[4]

When we were getting very close to releasing Half-Life (less than a week or so), we found there were already some projects that we needed to start working on, but we couldn't risk checking in code to the shipping version of the game. At that point we forked off the code in VSS to be both /$Goldsrc and /$Src. Over the next few years, we used these terms internally as "Goldsource" and "Source". At least initially, the Goldsrc branch of code referred to the codebase that was currently released, and Src referred to the next set of more risky technology that we were working on. When it came down to show Half-Life 2 for the first time at E3, it was part of our internal communication to refer to the "Source" engine vs. the "Goldsource" engine, and the name stuck.

Source was developed part-by-part from this fork onwards, slowly replacing GoldSrc in Valve's internal projects[5] and, in part, explaining the reasons behind its unusually modular nature. Valve's development of Source since has been a mixture of licensed middleware and in-house-developed code. Among others, Source uses Bink Video for video playback.[6]

Modularity and notable updates edit

Source was created to evolve incrementally with new technology, as opposed to the backward compatibility-breaking "version jumps" of its competitors. Different systems within Source are represented by separate modules which can be updated independently. With Steam, Valve can distribute these updates automatically among its many users. In practice, however, there have been occasional breaks in this chain of compatibility. The release of Half-Life 2: Episode One and The Orange Box both introduced new versions of the engine that could not be used to run older games or mods without the developers performing upgrades to code and, in some cases, content.[7] Both cases required markedly less work to update its version than competing engines.

Source 2006 edit

 
A screenshot of Half-Life 2: Episode One. The high-dynamic-range rendering and Phong shading effects are evident.

The Source 2006 branch was the term used for Valve's games using technology that culminated with the release of Half-Life 2: Episode One. HDR rendering and color correction were first implemented in 2005 using Day of Defeat: Source, which required the engine's shaders to be rewritten.[8] The former, along with developer commentary tracks, were showcased in Half-Life 2: Lost Coast. Episode One introduced Phong shading and other smaller features. Image-based rendering technology had been in development for Half-Life 2,[9] but was cut from the engine before its release. It was mentioned again by Gabe Newell in 2006 as a piece of technology he would like to add to Source to implement support for much larger scenes that are impossible with strictly polygonal objects.[10]

Source 2007 edit

The Source 2007 branch represented a full upgrade of the Source engine for the release of The Orange Box. An artist-driven, threaded particle system replaced previously hard-coded effects for all of the games within.[citation needed] An in-process tools framework was created to support it, which also supported the initial builds of Source Filmmaker. In addition, the facial animation system was made hardware-accelerated on modern video cards for "feature film and broadcast television" quality.[11] The release of The Orange Box on multiple platforms allowed for a large code refactoring, which let the Source engine take advantage of multiple CPU cores.[12] However, support on the PC was experimental and unstable[13] until the release of Left 4 Dead.[14] Multiprocessor support was later backported to Team Fortress 2 and Day of Defeat: Source.[15] Valve created the Xbox 360 release of The Orange Box in-house, and support for the console is fully integrated into the main engine codeline. It includes asset converters, cross-platform play and Xbox Live integration.[16] Program code can be ported from PC to Xbox 360 simply by recompiling it.[17] The PlayStation 3 release was outsourced to Electronic Arts, and was plagued with issues throughout the process. Gabe Newell cited these issues when criticizing the console during the release of The Orange Box.[18]

Left 4 Dead branch edit

The Left 4 Dead branch is an overhaul of many aspects of the Source engine through the development of the Left 4 Dead series. Multiprocessor support was further expanded, allowing for features like split screen multiplayer, additional post-processing effects, event scripting with Squirrel, and the highly-dynamic AI Director. The menu interface was re-implemented with a new layout designed to be more console-oriented. This branch later fueled the releases of Alien Swarm and Portal 2, the former released with source code outlining many of the changes made since the branch began. Portal 2, in addition, served as the result of Valve taking the problem of porting to PlayStation 3 in-house, and in combination with Steamworks integration creating what they called "the best console version of the game".[19]

OS X, Linux, and Android support edit

In April 2010, Valve released all of their major Source games on OS X, coinciding with the release of the Steam client on the same platform. Valve announced that all their future games would be released simultaneously for Windows and Mac.[20][21] The first of Valve's games to support Linux was Team Fortress 2, the port released in October 2012 along with the closed beta of the Linux version of Steam. Both the OS X and Linux ports of the engine take advantage of OpenGL and are powered by Simple DirectMedia Layer.[22] During the process of porting, Valve rearranged most of the games released up to The Orange Box into separate, but parallel "singleplayer" and "multiplayer" branches. The game code to these branches was made public to mod developers in 2013, and they serve as the current stable release of Source designated for mods. Support for Valve's internal Steam Pipe distribution system as well as the Oculus Rift are included.[23] In May 2014, Nvidia released ports of Portal and Half-Life 2 to their Tegra 4-based Android handheld game console Nvidia Shield.[24]

Tools and resources edit

Source SDK edit

Source SDK is the software development kit for the Source engine, and contains many of the tools used by Valve to develop assets for their games. It comes with several command-line programs designed for special functions within the asset pipeline, as well as a few GUI-based programs designed for handling more complex functions. Source SDK was launched as a free standalone toolset through Steam, and required a Source game to be purchased on the same account. Since the release of Left 4 Dead in late 2008, Valve began releasing "Authoring Tools" for individual games, which constitute the same programs adapted for each game's engine build. After Team Fortress 2 became free-to-play, Source SDK was effectively made open to all Steam users. When some Source games were updated to Source 2013, the older Source SDKs were phased out. The three applications mentioned below are now included in the install of each game.[citation needed]

There are three applications packaged in the Source SDK: Hammer Editor, Model Viewer, and Face Poser. The Model Viewer is a program that allows users to view models and can be used for a variety of different purposes, including development. Developers may use the program to view models and their corresponding animations, attachment points, bones, and so on. Face Poser is the tool used to access facial animations and choreography systems. This tool allows one to edit facial expressions, gestures and movements for characters, lip sync speech, and sequence expressions and other acting cues and preview what the scene will look like in the game engine.[25]

Hammer Editor edit

The Hammer Editor, the engine's official level editor, uses rendering and compiling tools included in the SDK to create maps using the binary space partitioning (BSP) method. Level geometry is created with 3D polygons called brushes; each face can be assigned a texture which also defines the properties of the surface such as the sounds used for footsteps.[26] Faces can also be converted into a displacement allowing for more natural shapes such as hills to be created.

Scenery objects or complex geometry can be imported as separate 3D models from the game directory. These models can also be used as physics objects or interactive props. The editor also features an in-depth logic I/O system that can be used to create complex interactive elements. Signals to trigger different responses or change the state of an entity can be sent between entities such as buttons, NPCs, intangible trigger brushes, and map props.

Source Dedicated Server edit

The Source Dedicated Server (SRCDS) is a standalone launcher for the Source engine that runs multiplayer game sessions without requiring a client. It can be launched through Windows or Linux and can allow for custom levels and assets. Most third-party servers additionally run Metamod:Source and SourceMod, which together provide a framework on top of SRCDS for custom modification of gameplay on existing titles.[27][28]

Source Filmmaker edit

Source Filmmaker (SFM) is a 3D animation application that was built from within the Source engine.[29] Developed by Valve, the tool was originally used to create movies for Day of Defeat: Source and Team Fortress 2. It was also used to create some trailers for Source Engine games. SFM was released to the public in 2012.

Destinations Workshop Tools edit

In June 2016, Valve released the Destinations Workshop Tools, a set of free virtual reality (VR) creation tools running using the Source 2 SDK.[30]

Valve Developer Community edit

In June 2005, Valve opened the Valve Developer Community wiki. It replaced Valve's static Source SDK documentation with a full MediaWiki-powered community site.[31]

Academic papers edit

Valve staff have occasionally produced professional and/or academic papers for various events and publications, including SIGGRAPH, Game Developer Magazine and Game Developers Conference, explaining various aspects of Source engine's development.[32]

Notable games using Source edit

List of notable games using Source
Year Title Developer(s) Publisher(s)
2004 Counter-Strike: Source Valve Valve
Half-Life 2
Vampire: The Masquerade – Bloodlines[33] Troika Games Activision
Half-Life 2: Deathmatch Valve Valve
Half-Life: Source
2005 Day of Defeat: Source Valve Valve
Half-Life 2: Lost Coast
2006 Half-Life Deathmatch: Source
Half-Life 2: Episode One
Garry's Mod Facepunch Studios
SiN Episodes Ritual Entertainment Ritual Entertainment
Dark Messiah of Might and Magic Arkane Studios Ubisoft
The Ship Outerlight Mindscape (EU), Merscom (NA)
2007 Half-Life 2: Episode Two Valve Valve
Team Fortress 2
Portal
Dystopia Team Dystopia, Puny Human Puny Human
Insurgency: Modern Infantry Combat Insurgency Development Team New World Interactive
2008 Left 4 Dead Valve Valve
2009 Left 4 Dead 2
Zeno Clash[34] ACE Team Iceberg Interactive, Tripwire Interactive
NeoTokyo Studio Radi-8 NEOTOKYO[35]
2010 Bloody Good Time Outerlight Ubisoft
Vindictus devCAT Nexon
E.Y.E.: Divine Cybermancy Streum On Studio Streum On Studio
Alien Swarm Valve Valve
2011 Portal 2
No More Room in Hell No More Room in Hell Team Lever Games
Nuclear Dawn InterWave Studios Iceberg Interactive
Postal III Trashmasters, Running with Scissors Akella
Dino D-Day 800 North, Digital Ranch 800 North, Digital Ranch
2012 Dear Esther The Chinese Room Curve Digital
Counter-Strike: Global Offensive Valve, Hidden Path Entertainment Valve
Hybrid 5th Cell Microsoft Studios
2013 Tactical Intervention FIX Korea OGPlanet
The Stanley Parable Galactic Cafe Galactic Cafe
Counter-Strike: Online 2 Nexon Nexon
Dota 2[a] Valve Valve
2014 Blade Symphony Puny Human Puny Human
Consortium Interdimensional Games Interdimensional Games
Contagion Monochrome Monochrome
Insurgency New World Interactive New World Interactive
Aperture Tag Aperture Tag Team Aperture Tag Team
Fistful of Frags Fistful of Frags Team Fistful of Frags Team
2015 Portal Stories: Mel Prism Studios Prism Studios
The Beginner's Guide Everything Unlimited Everything Unlimited
2016 Infra Loiste Interactive Loiste Interactive
2017 Day of Infamy New World Interactive New World Interactive
2018 Hunt Down the Freeman Royal Rudius Entertainment Royal Rudius Entertainment
2020 Black Mesa Crowbar Collective Crowbar Collective

Titanfall, Titanfall 2, and Apex Legends are not included because their engines, while originally based on the Source SDK, were modified to the point that they are effectively different engines.[36]

Source 2 edit

A successor to Source, Source 2, was announced by Valve at the Game Developers Conference in March 2015.[37] There, Valve stated that it would be free to use for developers, with support for the Vulkan graphical API, as well as using a new in-house physics engine called Rubikon.[38][39] In June 2015, Valve announced that Dota 2, originally made in the Source engine, would be ported over to Source 2 in an update called Dota 2 Reborn.[40][41] Reborn was first released to the public as an opt-in beta update that same month before officially replacing the original client in September 2015, making it the first game to use the engine.[42][43] The engine had succeeded Source by the late 2010s.

See also edit

Notes edit

  1. ^ Ported to Source 2 in 2015

References edit

  1. ^ Birsner, Chris (August 22, 2021). "10 Best Half-Life 2 Mods". TheGamer. Retrieved November 30, 2023.
  2. ^ Mitra, Ritwik (January 26, 2020). "11 Best Video Game Engines, Ranked". Game Rant. Retrieved November 30, 2023.
  3. ^ . John Carmack's Blog. December 31, 2004. Archived from the original on May 17, 2006.
  4. ^ Johnson, Erik (September 1, 2005). "Talk:Erik Johnson". Valve Developer Community. Archived from the original on February 15, 2012. Retrieved August 15, 2007.
  5. ^ Hodgson, David (2004). Half-Life 2: Raising the Bar. Prima Games. ISBN 0-7615-4364-3.
  6. ^ O'Donnell, Ryan (July 19, 2004). "Counter-Strike: Source - Full-Screen E3 2004 Presentation". GameSpy. from the original on March 4, 2016. Retrieved April 20, 2015.
  7. ^ "New Update Breaking New and Old Mods?". PlanetPhillip. from the original on October 21, 2014. Retrieved October 17, 2014.
  8. ^ Valve. Half-Life 2: Lost Coast (PC). Chris Green: The Source engine supports a wide variety of shaders. The refraction shader on the window here requires us to copy the scene to a texture, refract it, and then apply it the window surface. To fully support HDR, every shader in the engine needed to be updated, so this refraction shader was improved to the support the full range of contrast.
  9. ^ . DriverHeaven.net. Archived from the original on June 28, 2009. Retrieved November 21, 2009.
  10. ^ . 1UP.com. Archived from the original on July 13, 2006. Retrieved July 14, 2006.
  11. ^ "Face-to-Face with TF2's Heavy". Steam news. May 14, 2007. from the original on May 8, 2009. Retrieved April 25, 2010.
  12. ^ "Interview: Gabe Newell". PC Zone. September 11, 2006. from the original on March 5, 2012. Retrieved September 20, 2006.
  13. ^ "Dual Core Performance". October 11, 2008. from the original on March 14, 2012. Retrieved December 23, 2008.
  14. ^ Lombardi, Doug (May 13, 2008). "PCGH interview about Left 4 Dead, part 2". Interviewer: Frank Stöwer. Retrieved December 23, 2008.[permanent dead link]
  15. ^ Breckon, Nick (March 18, 2008). "Team Fortress 2 Update Adds Multicore Rendering". from the original on June 16, 2009. Retrieved August 19, 2009.
  16. ^ . Valve. Archived from the original on August 13, 2009. Retrieved August 8, 2009.
  17. ^ "Joystiq interviews Doug Lombardi about Xbox 360 Source". Joystiq. October 17, 2006. from the original on September 22, 2009. Retrieved August 8, 2009.
  18. ^ Yoon, Andrew (October 11, 2007). "Gabe Newell calls PS3 'waste of everybody's time'". Engadget. from the original on July 3, 2015. Retrieved April 20, 2015.
  19. ^ "Portal 2: Pretty Much Every PS3 Question Answered (And That Cake Thing, Too)". Sony Computer Entertainment America. April 14, 2011. Archived from the original on September 2, 2011.
  20. ^ "Valve to Deliver Steam & Source on the Mac". Valve. March 8, 2010. from the original on August 26, 2013. Retrieved March 8, 2010.
  21. ^ "Left 4 Dead 2, Team Fortress 2, Portal and Steam Coming to Mac in April". Kotaku. March 8, 2010. from the original on December 18, 2011. Retrieved March 8, 2010.
  22. ^ "Simple DirectMedia Layer - Homepage". from the original on April 21, 2018. Retrieved April 21, 2015.
  23. ^ "News - Source SDK 2013 Release". Steam. from the original on April 8, 2015. Retrieved April 21, 2015.
  24. ^ "The Greatest PC Games of All-Time – 'Half-Life 2′ and 'Portal' – Now Available on SHIELD". Nvidia. May 12, 2014. Archived from the original on May 13, 2014. Retrieved May 12, 2014.
  25. ^ "Source Engine Licensing - Information Sheet" (PDF). Valve Corporation. p. 6. Retrieved October 12, 2021.
  26. ^ "Building Crown, part two: layout design, textures, and the Hammer editor". PC Gamer. March 18, 2014. Retrieved September 24, 2021.
  27. ^ "MetaMod:S". from the original on July 1, 2014.
  28. ^ "SourceMod". from the original on June 1, 2014.
  29. ^ "Source Filmmaker". from the original on April 2, 2013. Retrieved March 31, 2013.
  30. ^ Crecente, Brian (June 8, 2016). "Valve rolls out free VR creation tool for new destinations workshop". Polygon. from the original on June 9, 2016. Retrieved June 9, 2016.
  31. ^ Maragos, Nich (June 29, 2005). "Valve Developer Community Wiki Opens". Game Developer. Retrieved July 30, 2022.
  32. ^ "Valve Publications". from the original on May 13, 2021. Retrieved June 6, 2021.
  33. ^ "Vampire: The Masquerade - Bloodlines Designer Diary #3". GameSpot. December 16, 2003. from the original on May 18, 2016. Retrieved January 4, 2015.
  34. ^ "Hieronymus: ACE Team Explain Zeno Clash II". Rock, Paper, Shotgun. June 7, 2012. from the original on April 5, 2015. Retrieved January 4, 2015.
  35. ^ "NEOTOKYO on Steam". Retrieved March 7, 2020.
  36. ^ Dunsmore, Kevin (June 14, 2016). "E3 2016: Respawn Talks Content Variety, Reworked Engine in Titanfall 2". Hardcore Gamer. Retrieved November 24, 2021.
  37. ^ Kollar, Philip (March 3, 2015). "Valve announces Source 2 engine, free for developers". Polygon. from the original on March 5, 2015. Retrieved March 3, 2015.
  38. ^ Mahardy, Mike (March 3, 2015). "GDC 2015: Valve Announces Source 2 Engine". IGN. from the original on March 4, 2015. Retrieved March 3, 2015.
  39. ^ Migdalskiy, Sergiy (March 2015). "Physics for Game Developers: Physics Optimization Strategies" (PDF). Game Developers Conference. (PDF) from the original on March 4, 2016. Retrieved October 2, 2015.
  40. ^ Martin, Michael (June 13, 2015). "Valve Announces Dota 2 Reborn". IGN. from the original on June 29, 2016. Retrieved July 10, 2016.
  41. ^ Macy, Seth (September 9, 2015). "Dota 2 Now Valve's First Ever Source 2 Game". IGN. from the original on September 10, 2015. Retrieved September 9, 2015.
  42. ^ Livingston, Christopher (June 12, 2015). "Valve announces Dota 2 Reborn, new engine coming". PC Gamer. from the original on June 15, 2015. Retrieved June 13, 2015.
  43. ^ Macy, Seth (September 9, 2015). "Dota 2 Now Valve's First Ever Source 2 Game". IGN. from the original on September 10, 2015. Retrieved September 9, 2015.

source, game, engine, source, game, engine, developed, valve, debuted, successor, goldsrc, 2004, with, releases, half, life, source, counter, strike, source, half, life, most, well, known, usage, valve, engine, been, used, both, small, teams, individuals, crea. Source is a 3D game engine developed by Valve It debuted as the successor to GoldSrc in 2004 with the releases of Half Life Source Counter Strike Source and Half Life 2 It is most well known for its usage by Valve but the engine has been used both by small teams and individuals to create modifications of Valve games 1 and other studios creating distinct games notably Troika Games title Vampire The Masquerade Bloodlines Valve continued to create incremental updates to the Source engine after its 2004 release most of which coincided with games created by Valve In the late 2010s Valve created the Source 2 to replace Source with it publically debuting alongside Half Life Alyx The Source engine is most well known for its advancements in physics AI and graphics 2 SourceDeveloper s ValveInitial releaseOctober 2004 19 years ago 2004 10 Written inC MiddlewareHavokPredecessorGoldSrcSuccessorSource 2LicenseProprietary Contents 1 History 1 1 Modularity and notable updates 1 1 1 Source 2006 1 1 2 Source 2007 1 1 3 Left 4 Dead branch 1 1 4 OS X Linux and Android support 2 Tools and resources 2 1 Source SDK 2 1 1 Hammer Editor 2 2 Source Dedicated Server 2 3 Source Filmmaker 2 4 Destinations Workshop Tools 2 5 Valve Developer Community 2 6 Academic papers 3 Notable games using Source 4 Source 2 5 See also 6 Notes 7 ReferencesHistory editSource distantly originates from the GoldSrc engine itself a heavily modified version of John Carmack s Quake engine with some code from the Quake II engine Carmack commented on his blog in 2004 that there are still bits of early Quake code in Half Life 2 3 Valve employee Erik Johnson explained the engine s nomenclature on the Valve Developer Community 4 When we were getting very close to releasing Half Life less than a week or so we found there were already some projects that we needed to start working on but we couldn t risk checking in code to the shipping version of the game At that point we forked off the code in VSS to be both Goldsrc and Src Over the next few years we used these terms internally as Goldsource and Source At least initially the Goldsrc branch of code referred to the codebase that was currently released and Src referred to the next set of more risky technology that we were working on When it came down to show Half Life 2 for the first time at E3 it was part of our internal communication to refer to the Source engine vs the Goldsource engine and the name stuck Source was developed part by part from this fork onwards slowly replacing GoldSrc in Valve s internal projects 5 and in part explaining the reasons behind its unusually modular nature Valve s development of Source since has been a mixture of licensed middleware and in house developed code Among others Source uses Bink Video for video playback 6 Modularity and notable updates edit Source was created to evolve incrementally with new technology as opposed to the backward compatibility breaking version jumps of its competitors Different systems within Source are represented by separate modules which can be updated independently With Steam Valve can distribute these updates automatically among its many users In practice however there have been occasional breaks in this chain of compatibility The release of Half Life 2 Episode One and The Orange Box both introduced new versions of the engine that could not be used to run older games or mods without the developers performing upgrades to code and in some cases content 7 Both cases required markedly less work to update its version than competing engines Source 2006 edit nbsp A screenshot of Half Life 2 Episode One The high dynamic range rendering and Phong shading effects are evident The Source 2006 branch was the term used for Valve s games using technology that culminated with the release of Half Life 2 Episode One HDR rendering and color correction were first implemented in 2005 using Day of Defeat Source which required the engine s shaders to be rewritten 8 The former along with developer commentary tracks were showcased in Half Life 2 Lost Coast Episode One introduced Phong shading and other smaller features Image based rendering technology had been in development for Half Life 2 9 but was cut from the engine before its release It was mentioned again by Gabe Newell in 2006 as a piece of technology he would like to add to Source to implement support for much larger scenes that are impossible with strictly polygonal objects 10 Source 2007 edit The Source 2007 branch represented a full upgrade of the Source engine for the release of The Orange Box An artist driven threaded particle system replaced previously hard coded effects for all of the games within citation needed An in process tools framework was created to support it which also supported the initial builds of Source Filmmaker In addition the facial animation system was made hardware accelerated on modern video cards for feature film and broadcast television quality 11 The release of The Orange Box on multiple platforms allowed for a large code refactoring which let the Source engine take advantage of multiple CPU cores 12 However support on the PC was experimental and unstable 13 until the release of Left 4 Dead 14 Multiprocessor support was later backported to Team Fortress 2 and Day of Defeat Source 15 Valve created the Xbox 360 release of The Orange Box in house and support for the console is fully integrated into the main engine codeline It includes asset converters cross platform play and Xbox Live integration 16 Program code can be ported from PC to Xbox 360 simply by recompiling it 17 The PlayStation 3 release was outsourced to Electronic Arts and was plagued with issues throughout the process Gabe Newell cited these issues when criticizing the console during the release of The Orange Box 18 Left 4 Dead branch edit The Left 4 Dead branch is an overhaul of many aspects of the Source engine through the development of the Left 4 Dead series Multiprocessor support was further expanded allowing for features like split screen multiplayer additional post processing effects event scripting with Squirrel and the highly dynamic AI Director The menu interface was re implemented with a new layout designed to be more console oriented This branch later fueled the releases of Alien Swarm and Portal 2 the former released with source code outlining many of the changes made since the branch began Portal 2 in addition served as the result of Valve taking the problem of porting to PlayStation 3 in house and in combination with Steamworks integration creating what they called the best console version of the game 19 OS X Linux and Android support edit In April 2010 Valve released all of their major Source games on OS X coinciding with the release of the Steam client on the same platform Valve announced that all their future games would be released simultaneously for Windows and Mac 20 21 The first of Valve s games to support Linux was Team Fortress 2 the port released in October 2012 along with the closed beta of the Linux version of Steam Both the OS X and Linux ports of the engine take advantage of OpenGL and are powered by Simple DirectMedia Layer 22 During the process of porting Valve rearranged most of the games released up to The Orange Box into separate but parallel singleplayer and multiplayer branches The game code to these branches was made public to mod developers in 2013 and they serve as the current stable release of Source designated for mods Support for Valve s internal Steam Pipe distribution system as well as the Oculus Rift are included 23 In May 2014 Nvidia released ports of Portal and Half Life 2 to their Tegra 4 based Android handheld game console Nvidia Shield 24 Tools and resources editSource SDK edit Source SDK is the software development kit for the Source engine and contains many of the tools used by Valve to develop assets for their games It comes with several command line programs designed for special functions within the asset pipeline as well as a few GUI based programs designed for handling more complex functions Source SDK was launched as a free standalone toolset through Steam and required a Source game to be purchased on the same account Since the release of Left 4 Dead in late 2008 Valve began releasing Authoring Tools for individual games which constitute the same programs adapted for each game s engine build After Team Fortress 2 became free to play Source SDK was effectively made open to all Steam users When some Source games were updated to Source 2013 the older Source SDKs were phased out The three applications mentioned below are now included in the install of each game citation needed There are three applications packaged in the Source SDK Hammer Editor Model Viewer and Face Poser The Model Viewer is a program that allows users to view models and can be used for a variety of different purposes including development Developers may use the program to view models and their corresponding animations attachment points bones and so on Face Poser is the tool used to access facial animations and choreography systems This tool allows one to edit facial expressions gestures and movements for characters lip sync speech and sequence expressions and other acting cues and preview what the scene will look like in the game engine 25 Hammer Editor edit Valve Hammer redirects here For the repair tool see valve hammer The Hammer Editor the engine s official level editor uses rendering and compiling tools included in the SDK to create maps using the binary space partitioning BSP method Level geometry is created with 3D polygons called brushes each face can be assigned a texture which also defines the properties of the surface such as the sounds used for footsteps 26 Faces can also be converted into a displacement allowing for more natural shapes such as hills to be created Scenery objects or complex geometry can be imported as separate 3D models from the game directory These models can also be used as physics objects or interactive props The editor also features an in depth logic I O system that can be used to create complex interactive elements Signals to trigger different responses or change the state of an entity can be sent between entities such as buttons NPCs intangible trigger brushes and map props Source Dedicated Server edit The Source Dedicated Server SRCDS is a standalone launcher for the Source engine that runs multiplayer game sessions without requiring a client It can be launched through Windows or Linux and can allow for custom levels and assets Most third party servers additionally run Metamod Source and SourceMod which together provide a framework on top of SRCDS for custom modification of gameplay on existing titles 27 28 Source Filmmaker edit Source Filmmaker SFM is a 3D animation application that was built from within the Source engine 29 Developed by Valve the tool was originally used to create movies for Day of Defeat Source and Team Fortress 2 It was also used to create some trailers for Source Engine games SFM was released to the public in 2012 Destinations Workshop Tools edit In June 2016 Valve released the Destinations Workshop Tools a set of free virtual reality VR creation tools running using the Source 2 SDK 30 Valve Developer Community edit In June 2005 Valve opened the Valve Developer Community wiki It replaced Valve s static Source SDK documentation with a full MediaWiki powered community site 31 Academic papers edit Valve staff have occasionally produced professional and or academic papers for various events and publications including SIGGRAPH Game Developer Magazine and Game Developers Conference explaining various aspects of Source engine s development 32 Notable games using Source editSee also List of Source mods List of notable games using Source Year Title Developer s Publisher s 2004 Counter Strike Source Valve ValveHalf Life 2Vampire The Masquerade Bloodlines 33 Troika Games ActivisionHalf Life 2 Deathmatch Valve ValveHalf Life Source2005 Day of Defeat Source Valve ValveHalf Life 2 Lost Coast2006 Half Life Deathmatch SourceHalf Life 2 Episode OneGarry s Mod Facepunch StudiosSiN Episodes Ritual Entertainment Ritual EntertainmentDark Messiah of Might and Magic Arkane Studios UbisoftThe Ship Outerlight Mindscape EU Merscom NA 2007 Half Life 2 Episode Two Valve ValveTeam Fortress 2PortalDystopia Team Dystopia Puny Human Puny HumanInsurgency Modern Infantry Combat Insurgency Development Team New World Interactive2008 Left 4 Dead Valve Valve2009 Left 4 Dead 2Zeno Clash 34 ACE Team Iceberg Interactive Tripwire InteractiveNeoTokyo Studio Radi 8 NEOTOKYO 35 2010 Bloody Good Time Outerlight UbisoftVindictus devCAT NexonE Y E Divine Cybermancy Streum On Studio Streum On StudioAlien Swarm Valve Valve2011 Portal 2No More Room in Hell No More Room in Hell Team Lever GamesNuclear Dawn InterWave Studios Iceberg InteractivePostal III Trashmasters Running with Scissors AkellaDino D Day 800 North Digital Ranch 800 North Digital Ranch2012 Dear Esther The Chinese Room Curve DigitalCounter Strike Global Offensive Valve Hidden Path Entertainment ValveHybrid 5th Cell Microsoft Studios2013 Tactical Intervention FIX Korea OGPlanetThe Stanley Parable Galactic Cafe Galactic CafeCounter Strike Online 2 Nexon NexonDota 2 a Valve Valve2014 Blade Symphony Puny Human Puny HumanConsortium Interdimensional Games Interdimensional GamesContagion Monochrome MonochromeInsurgency New World Interactive New World InteractiveAperture Tag Aperture Tag Team Aperture Tag TeamFistful of Frags Fistful of Frags Team Fistful of Frags Team2015 Portal Stories Mel Prism Studios Prism StudiosThe Beginner s Guide Everything Unlimited Everything Unlimited2016 Infra Loiste Interactive Loiste Interactive2017 Day of Infamy New World Interactive New World Interactive2018 Hunt Down the Freeman Royal Rudius Entertainment Royal Rudius Entertainment2020 Black Mesa Crowbar Collective Crowbar CollectiveTitanfall Titanfall 2 and Apex Legends are not included because their engines while originally based on the Source SDK were modified to the point that they are effectively different engines 36 Source 2 editA successor to Source Source 2 was announced by Valve at the Game Developers Conference in March 2015 37 There Valve stated that it would be free to use for developers with support for the Vulkan graphical API as well as using a new in house physics engine called Rubikon 38 39 In June 2015 Valve announced that Dota 2 originally made in the Source engine would be ported over to Source 2 in an update called Dota 2 Reborn 40 41 Reborn was first released to the public as an opt in beta update that same month before officially replacing the original client in September 2015 making it the first game to use the engine 42 43 The engine had succeeded Source by the late 2010s See also edit nbsp Video games portalFirst person shooter engine List of Source engine modsNotes edit Ported to Source 2 in 2015References edit Birsner Chris August 22 2021 10 Best Half Life 2 Mods TheGamer Retrieved November 30 2023 Mitra Ritwik January 26 2020 11 Best Video Game Engines Ranked Game Rant Retrieved November 30 2023 Welcome Q3 source Graphics John Carmack s Blog December 31 2004 Archived from the original on May 17 2006 Johnson Erik September 1 2005 Talk Erik Johnson Valve Developer Community Archived from the original on February 15 2012 Retrieved August 15 2007 Hodgson David 2004 Half Life 2 Raising the Bar Prima Games ISBN 0 7615 4364 3 O Donnell Ryan July 19 2004 Counter Strike Source Full Screen E3 2004 Presentation GameSpy Archived from the original on March 4 2016 Retrieved April 20 2015 New Update Breaking New and Old Mods PlanetPhillip Archived from the original on October 21 2014 Retrieved October 17 2014 Valve Half Life 2 Lost Coast PC Chris Green The Source engine supports a wide variety of shaders The refraction shader on the window here requires us to copy the scene to a texture refract it and 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The Masquerade Bloodlines Designer Diary 3 GameSpot December 16 2003 Archived from the original on May 18 2016 Retrieved January 4 2015 Hieronymus ACE Team Explain Zeno Clash II Rock Paper Shotgun June 7 2012 Archived from the original on April 5 2015 Retrieved January 4 2015 NEOTOKYO on Steam Retrieved March 7 2020 Dunsmore Kevin June 14 2016 E3 2016 Respawn Talks Content Variety Reworked Engine in Titanfall 2 Hardcore Gamer Retrieved November 24 2021 Kollar Philip March 3 2015 Valve announces Source 2 engine free for developers Polygon Archived from the original on March 5 2015 Retrieved March 3 2015 Mahardy Mike March 3 2015 GDC 2015 Valve Announces Source 2 Engine IGN Archived from the original on March 4 2015 Retrieved March 3 2015 Migdalskiy Sergiy March 2015 Physics for Game Developers Physics Optimization Strategies PDF Game Developers Conference Archived PDF from the original on March 4 2016 Retrieved October 2 2015 Martin Michael June 13 2015 Valve Announces Dota 2 Reborn IGN Archived from the original on June 29 2016 Retrieved July 10 2016 Macy Seth September 9 2015 Dota 2 Now Valve s First Ever Source 2 Game IGN Archived from the original on September 10 2015 Retrieved September 9 2015 Livingston Christopher June 12 2015 Valve announces Dota 2 Reborn new engine coming PC Gamer Archived from the original on June 15 2015 Retrieved June 13 2015 Macy Seth September 9 2015 Dota 2 Now Valve s First Ever Source 2 Game IGN Archived from the original on September 10 2015 Retrieved September 9 2015 nbsp Wikimedia Commons has media related to Source game engine Retrieved from https en wikipedia org w index php title Source game engine amp oldid 1188030919, wikipedia, wiki, book, books, library,

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