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XenEngine/en
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Xengine (also known as XenEngine) is a third-party
Source Engine branch using licenced code. It is a modified version of the
Source 2013 Multiplayer engine branch with
Team Fortress 2 additions, whose development was influenced by the limitations of the Source Engine. Although initially only CSM was planned, the Crowbar Collective gained much more knowledge while working on the engine, which allowed for more experimentation and improvements, eventually leading to the introduction of a completely new lighting system, and deferred lighting. Besides using Team Fortress 2 engine version as a base, this engine version is also a hybrid of
Portal 2 and
Left 4 Dead engine versions.
Features
- Engine
- Entity and Displacement Limit upgraded from 4k to 8k.
- Backported a lot of optimizations and some entities from
Left 4 Dead and
Portal 2 that
Team Fortress 2 doesn't have.
- Improved AI, whose behavior depends on the current difficulty level (some NPCs also support Main and Assault Behavior Trees from the
ai
folder). - Temp lights were swapped with new deferred lights.
- Gbuffer that allowed the addition of some modern, difficult-to-make effects.
- Made from scratch Qt UI with the ability to be customized and add new stuff with no limitations (VGUI can be reenabled with
-oldgameui
launch parameter). - Using
Fast Approximate Anti-Aliasing (FXAA for short) instead of
MultiSample Anti-Aliasing (MSAA) for anti-aliasing, which reduces performance and does not work correctly on Xengine's deferred lighting (unlike FXAA).
- New and extended Post Processor.
- Native
Linux support.
- Enhanced multiplayer with fixes for the client and server.
- Dynamic music system.
- Visuals
- 4Way blends with support for 4 bumpmaps and tri-planar mapping, enabling all the options from other material shaders.
- Cascaded Shadow Mapping with PCF-based soft shadows and viewmodel self-shadowing.
- Parallax Occlusion Mapping.
- Procedural Moss.
- Deferred lighting.
- Dynamic lighting system with PBR-based lighting and speculars.
- Light cookies for both new point light and new spot light, the last can be animated.
- Support for up to 2K dynamic lights per scene and all rendering features on secondary render targets (reflection/refraction, monitors, TV screens, etc.)
- Upgraded flashlight using the new deferred lighting system.
- Godrays with disk for both the sun and local lights (which also support the "Fancy" godrays type).
- Screenspace Fog ("Xog"), that can be applied globally or locally using cuboid/ellipsoid volumes.
- Soft particles.
- Flowing water.
- Cinematic lens flares.
- Upgraded tonemapping with bloom which uses a modified version of the Reinhard filter.
- Optimized shaders for faster compilation and better runtime performance.
- Real sky ambient light.
- Tools
- In-game new lights and xog editors.
- Multiple VRAD upgrades, such as support for Alpha-Tested textures, 4-way blends, baked Ambient Occlusion, and more.
- 64-bit shader compiler.
Media
Availability
![Tip.png](/w/images/thumb/4/45/Tip.png/9px-Tip.png)
![🖿](/w/images/thumb/1/11/Icon-gnome-folder_alt.png/15px-Icon-gnome-folder_alt.png)
Black Mesa\bin\
.![Note.png](/w/images/thumb/c/cc/Note.png/10px-Note.png)
![Wikipedia icon](/w/images/thumb/9/9a/Wikipedia_icon_small.png/16px-Wikipedia_icon_small.png)
2020
Black Mesa
2017
Black Mesa: Black Ops (earlier version)
2020
Black Mesa: Azure Sheep
TBA
Black Mesa: Blue Shift
TBA
Black Mesa: Vision
TBA
Escape The Depths
See also
External links
- Chetan Jag's Blog about XenEngine
- Modules QML - half of the documentation for Qt UI. You'll need it if you want to edit Qt UI for your
Black Mesa mods.