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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 to you, dear reader, and greetings from Triple Star Studio!

In this article we would like to tell you about our game SnakEscape and it's development story: from simple cubes to flat-style minimalism.

story

Perhaps everyone remember the classic "snake" game, but this time you'll play as the food for the snake :)

Meet Mr. Apple - his task is simple: escape the snakes while collecting stars on the level.

apple

starOh, and yeah, snakes like to eat them too :> snake red


Also there are other elements in the game that can save or kill you:

glider Slipper - slip away from the snakes in style.

spikes Spikes - very unpredictable way of becoming an apple pie.

breakable Unstable tile - change the world!

finish Finish tile - reach and and you're saved.

Some history for you.

It all began when our programmer has decided to try out Unity3D. At first the idea was simple as day: go through the maze levels while avoiding a snake. The style was minimalistic: the gameplay area was flat, the player and the snake were just cubes. A week later the game was ready and the team was reviewing it. We appreciated the effort, but we also did mention that the game was mostly boring after some sessions and the idea was dumped.

simple view

However, back in December 2014 we've decided to take part in GamesJamMicrosoft that took place in Moscow. Our programmer gave us the "game" source files and sent us to Moscow, while conducting a remote development back at his comfy couch :D

gjam

The game concept was redone during the Jam, as the 3-star game mechanic was added into the gameplay, music was added and the final build was complete. There were in total 200 projects in the Jam, and we took the 11-th place.

3d simple

After the Hakaton we've decided to take a break and the development has begun again just this may. We began with fixing some problematic moments to make the game as interesting as possible.

Firstly we've redone the background by making it more "alive" and adding some flying food too. The basic concept is about hungry snakes hunting an apple, so that was the source of the "flying food" idea. We've also added swipe controls for mobile devices.

back ground

Our 3D modeller suggested remodeling the visual aspects of the game more in favor of the players and his idea was approved. Mr. Apple and the snakes got new flat-style models. The models were based on the same concept, and so was the logo of the game.

logo


We've encountered several problems during the head modeling, but we will tell you about it next time.

group

After adding new models the game looked empty and uninteresting. It was at that time when we've launched the open beta-test and testers had pointed out several inconsistencies in controls and the overall of the game.

Controls were really buggy - the PC version had the mobile swipe control scheme made for the keyboards. The Apple could go anywhere but the place you needed him to go.

buggy controls

At first we've decided to make mouse controls. Pinpoint the needed tile and click to move there - simple! The new control scheme was well received by the testers. As the controls were made for the PC version, we've decided to release our game at Steam as well.

mouse control

After our work in controls we began working on the general redesign to make levels more colorful and vivid. After a conference we've conducted we've decided to... make the world of floating islands. It was safe to say that now this is a completely different game from the original concept.

floating island

We thought that the game was still a little bit boring even after the redesign. Which is why we've added new features like gliders, spikes and destructible tiles.

tiles

Once everything was done, we thought: what kind of a game would be without music? That's right - a poopy one! And so, we've decided to add our fellow gamedev and a composer Kähm to write a soundtrack for the game.

And that's pretty much it, the game was done completely! We still had a month of bug fixing and polishing, but we were done by September 24, when we uploaded our game at Steam Greenlight.

If you're interested in the game, please, vote for it at the Steam Greenlight page.

green light


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Comments  (0 - 10 of 338)
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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Frying1Pans
Frying1Pans

are you retarded

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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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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…

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