Dota 2 engine branch (Source): Difference between revisions
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{{stub}}{{ | {{tabs|Dota 2 engine branch|source=1|source2=1}} | ||
{{stub}} | |||
{{draft}} | |||
{{Infobox engine | |||
| title = Dota 2 engine branch | |||
| developer = [[Valve Corporation]] | |||
| platform = {{Win|1}}</br>{{mac|1}}</br>{{linux|1}} | |||
| releasedates = July 9, 2013 | |||
| sdk = None | |||
| forks = | |||
| previousengine = {{csgobranch|2}} | |||
| nextengine = | |||
}} | |||
The {{dota2branch|4|nt=1}} was introduced in 2013 with the release of {{dota2|2}}. It used to be the latest {{src|4}} branch available, succeeding the {{csgobranch|3.1|nt=0}}, however with the release of {{dota2|1}} Reborn update im 2015, the game was upgraded to the then-new {{src2|4}} engine, which makes CS:GO the latest Source 1 branch available. Additionally, this is the only Source 1 engine branch that was never licensed to third-party developers. | |||
== Features {{confirm}} == | |||
== | New since the {{csgobranch|4}} is: | ||
{{ | |||
; Cloth simulation | |||
: Real-time cloth simulation (i.e. soft-body physics). | |||
; Global lighting | |||
: The world is lit and shadowed dynamically with {{Ent|env_global_light}} (in addition to pre-compiled light). | |||
; [[Steamworks]] integration | |||
: Building upon community-driven features from {{tf2|3.1}} players will be able to share strategy guides and coach newer players through Steamworks. | |||
; MultiBlend Textures | |||
: 4-way texture blending, upgrading/replacing [[WorldVertexTransition]] | |||
; Screen-space Anti-aliasing | |||
: Anti-aliasing for use with deferred shading | |||
; Screen Space Ambient Occlusion | |||
: [[SSAO]] post-process shader | |||
; Published demo file format | |||
: [[Dota 2 Demo Format]] contains a link and instructions for parsing the ''Dota 2'' demo files | |||
; Custom Addon Support | |||
: See the [[Dota 2 Workshop Tools|Dota 2 Workshop Tools]] for more details. | |||
== Availability and usage == | |||
Source code and SDK Base for these branches is not available, and this branch was not available for licensing. Additionally, unlike the rest of Source 1 branches, this branch does not have official tools (like {{hammer|1}}) whatsoever. | |||
* {{Code|2013}}{{dota2|4}} (formerly, uses {{source2|4}} since the Reborn update.) | |||
== See also == | == See also == | ||
*[[Dota 2 engine branch (Source 2)]] | |||
*{{dota2|4}} | *{{dota2|4}} | ||
*{{csgobranch|4}} | *{{csgobranch|4}} | ||
{{Branch-navbox}} | {{Branch-navbox}} |
Latest revision as of 11:19, 30 June 2025

Remember to check for any notes left by the tagger at this article's talk page.
The Dota 2 engine branch (Pre-Reborn) was introduced in 2013 with the release of
Dota 2. It used to be the latest
Source branch available, succeeding the Counter-Strike: Global Offensive engine branch, however with the release of Dota 2 Reborn update im 2015, the game was upgraded to the then-new
Source 2 engine, which makes CS:GO the latest Source 1 branch available. Additionally, this is the only Source 1 engine branch that was never licensed to third-party developers.
Features [confirm]
New since the CS:GO engine branch is:
- Cloth simulation
- Real-time cloth simulation (i.e. soft-body physics).
- Global lighting
- The world is lit and shadowed dynamically with env_global_light (in addition to pre-compiled light).
- Steamworks integration
- Building upon community-driven features from Team Fortress 2 players will be able to share strategy guides and coach newer players through Steamworks.
- MultiBlend Textures
- 4-way texture blending, upgrading/replacing WorldVertexTransition
- Screen-space Anti-aliasing
- Anti-aliasing for use with deferred shading
- Screen Space Ambient Occlusion
- SSAO post-process shader
- Published demo file format
- Dota 2 Demo Format contains a link and instructions for parsing the Dota 2 demo files
- Custom Addon Support
- See the Dota 2 Workshop Tools for more details.
Availability and usage
Source code and SDK Base for these branches is not available, and this branch was not available for licensing. Additionally, unlike the rest of Source 1 branches, this branch does not have official tools (like Hammer) whatsoever.