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{{lang|Source}} | {{lang|Source|noline=1|noborder=1}} | ||
{{ | {{Hierarchy}} | ||
{{ | {{source|p=4}} is a 3D game engine created by [[Valve]], it is the successor to {{gldsrc|p=4}}. Source has been used by [[Valve]], third-party Companies, and much like GoldSource, it has been used in countless community mods by people around the globe. | ||
[[File:20180823234321 1.jpg|thumbnail|Screenshot in-game of Counter-Strike: Source, using the Source Engine.]] | [[File:20180823234321 1.jpg|thumbnail|Screenshot in-game of Counter-Strike: Source, using the Source Engine.]] | ||
[[File:Csgo_de_inferno_sourcescreenshot.jpg|thumbnail|Screenshot taken in-game Counter-Strike: Global Offensive which currently uses a newer branch of the Source Engine.]] | [[File:Csgo_de_inferno_sourcescreenshot.jpg|thumbnail|Screenshot taken in-game Counter-Strike: Global Offensive which currently uses a newer branch of the Source Engine.]] | ||
== [[:Category:Programming|Renderer]] == | ==[[:Category:Programming|Renderer]]== | ||
* Version 3.0 (and below) [[ | * Version 3.0 (and below) [[Shader]]s | ||
* [ | * [https://en.wikipedia.org/wiki/Bump_mapping Bump mapping] and [https://en.wikipedia.org/wiki/Normal_mapping Normal mapping] on models and the world | ||
* Author [[ | * Author [[Shader]]s with [[HLSL]] | ||
* Cube and environment mapping | * Cube and environment mapping | ||
** Cubemapping also supports Anisotropy {{ | ** Cubemapping also supports Anisotropy {{csgo|p=in|type=since}} | ||
* [[$phong|Phong]] shading for models | * [[$phong|Phong]] shading for models | ||
** Phong is also supported on world brushes {{ | ** Phong is also supported on world brushes {{csgo|p=in|type=since}} | ||
* Dynamic lights, vertex lighting and [[ | * Dynamic lights, vertex lighting and [[lightmap]]s, many light types including flickering, pulsing etc. | ||
* [[HDR]] and LDR lighting | * [[HDR]] and LDR lighting | ||
* Water with refraction, real-time world reflections and fresnel effects | * Water with refraction, real-time world reflections and fresnel effects | ||
** Water also supports [[ | ** Water also supports [[Water (shader)#Special behaviour|flow mapping]] {{l4d2|p=in|type=since}} | ||
* Advanced particle system that can emit | * [[:Category:Particle System|Advanced particle system]] that can emit [[sprite]]s or [[model]]s | ||
* Render-to-texture shadows allow for a large number of characters per scene | * Render-to-texture shadows allow for a large number of characters per scene | ||
* Occluder entities for visibility blocking | * [[Func occluder|Occluder entities]] for visibility blocking | ||
* Indoor/Outdoor environments | * Indoor/Outdoor environments | ||
** Deformable terrain | ** Deformable terrain | ||
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* Subdivision surfaces, diffuse & specular bump maps | * Subdivision surfaces, diffuse & specular bump maps | ||
* Real-time radiosity lighting | * Real-time radiosity lighting | ||
* Real-time [http://msdn.microsoft.com/en-us/library/windows/desktop/ee416307(v=vs.85).aspx cascaded shadowmapping] that comes from the Skybox {{ | * Real-time [http://msdn.microsoft.com/en-us/library/windows/desktop/ee416307(v=vs.85).aspx cascaded shadowmapping] that comes from the Skybox {{csgo|p=in|type=since}} | ||
* Effects include but are not limited to: particles, beams, volumetric smoke, sparks, blood, environmental effects like fog and rain | * Effects include but are not limited to: particles, beams, volumetric smoke, sparks, blood, environmental effects like fog and rain | ||
* Scalability | * Scalability | ||
** [[DirectX_Versions|DX8-DX9]] hardware supported (DX6-DX9 with modifications and fixed-function shaders) | ** [[DirectX_Versions|DX8-DX9]] hardware supported (DX6-DX9 with modifications and fixed-function shaders) | ||
== [[:Category:Material_System|Materials System]] == | ==[[:Category:Material_System|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 | * 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 [[NPC]]s such as mud or ice for vehicles to slide/lose traction on | * Materials can interact with objects or [[NPC]]s such as mud or ice for vehicles to slide/lose traction on | ||
== [[Source Multiplayer Networking|Multiplayer Network Code]] == | ==[[Source Multiplayer Networking|Multiplayer Network Code]]== | ||
* Time and gamer tested by millions of gamers around the world | * Time and gamer tested by millions of gamers around the world | ||
* Support for both [ | * Support for both [https://en.wikipedia.org/wiki/Local_area_network LAN] based multiplayer and Internet based multiplayer games | ||
* Prediction analysis for interpolating collision/hit detection | * Prediction analysis for interpolating collision/hit detection | ||
* Optimizations for high-latency, high-packet loss 56k connections | * Optimizations for high-latency, high-packet loss 56k connections | ||
== [[:Category:Modeling|Advanced Characters]] == | ==[[:Category:Modeling|Advanced Characters]]== | ||
* Detailed and believable characters | * Detailed and believable characters | ||
* Realistic eyes | * Realistic [[Eyeball|eyes]] | ||
** Focus on player/object, not simply parallel views | ** Focus on player/object, not simply parallel views | ||
** Proper eye bulge for realistic eye reflections | ** Proper eye bulge for realistic eye reflections | ||
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* Layered animation system can synthesize complex animations out of several pieces | * Layered animation system can synthesize complex animations out of several pieces | ||
== [[:Category:Physics|Physics]] == | ==[[:Category:Physics|Physics]]== | ||
* More responsive world with realistic interactions | * More responsive world with realistic interactions | ||
* Sounds & graphics follow from physics | * Sounds & graphics follow from physics | ||
* AI characters can interact with physically simulated objects | * AI characters can interact with physically simulated objects | ||
* Ropes/cables, machines, constraint systems, [ | * Ropes/cables, machines, constraint systems, [https://en.wikipedia.org/wiki/Ragdoll_physics ragdoll physics] | ||
* Can be controlled by level design | * Can be controlled by level design | ||
* Kinematic animated bone followers | * Kinematic animated bone followers | ||
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** Hovercraft support for cheaper simulation | ** Hovercraft support for cheaper simulation | ||
== [[:Category:AI|Advanced AI]] == | ==[[:Category:AI|Advanced AI]]== | ||
* [[Inputs_and_Outputs|I/O system]] allowing level designers to control [[:Category:AI|AI]] | * [[Inputs_and_Outputs|I/O system]] allowing level designers to control [[:Category:AI|AI]] | ||
* Sophisticated navigation: characters that run, fly, jump, crouch, climb stairs and ladders, and burrow underground | * Sophisticated navigation: characters that run, fly, jump, crouch, climb stairs and ladders, and burrow underground | ||
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* Battle AI allows squads of AI characters to operate together, know when to advance, retreat, lay cover fire, etc. | * Battle AI allows squads of AI characters to operate together, know when to advance, retreat, lay cover fire, etc. | ||
== [[:Category:Sound_System|Sound System]] == | ==[[:Category:Sound_System|Sound System]]== | ||
* 7.1, 5.1 surround sound, 4 speaker surround | * 7.1, 5.1 surround sound, 4 speaker surround | ||
* High-quality 3D spatialization | * High-quality 3D spatialization | ||
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* [[Commentary System|Commentary system]] | * [[Commentary System|Commentary system]] | ||
== [[:Category:VGUI|UI]] == | ==[[:Category:VGUI|UI]]== | ||
* '''Server browser''' - Displays all active game servers and allows a player to choose which one to participate on. Players can filter and sort server lists in order to speed up the display and selection of a server. | * '''Server browser''' - Displays all active game servers and allows a player to choose which one to participate on. Players can filter and sort server lists in order to speed up the display and selection of a server. | ||
* '''[[ | * '''[[:Category:VGUI|VGUI]]''' - Valve's custom GUI interface mimics most of the Windows controls but is rendered using the '''Source''' engine for both in game and out of game uniform '''UI''' display. Some features: | ||
** Dynamic in-game [[HUD]] display | ** Dynamic in-game [[HUD Elements|HUD]] display | ||
** Many [ | ** Many [https://en.wikipedia.org/wiki/Graphical_widget widgets]/controls (i.e. buttons, treeview, html control, ...) | ||
** Themes/custom visualization allowed | ** Themes/custom visualization allowed | ||
** Platform independent | ** Platform independent | ||
** Localized texts (Unicode compliant) | ** Localized texts (Unicode compliant) | ||
== [[:Category:Programming|Programming]] == | ==[[:Category:Programming|Programming]]== | ||
* All code written in C/C++ using Visual Studio .NET 2003. Easily and quickly derive new entities from existing base classes | * All code written in C/C++ using Visual Studio .NET 2003. Easily and quickly derive new entities from existing base classes | ||
* Internal context sensitive performance monitoring system | * Internal context sensitive performance monitoring system | ||
* Graphics performance measurement tools built into the engine | * Graphics performance measurement tools built into the engine | ||
* Modular code design (via DLLs) allows swapping out of core components for easy upgrading or code replacement | * Modular code design (via DLLs) allows swapping out of core components for easy upgrading or code replacement | ||
* [ | * [https://en.wikipedia.org/wiki/DirectX#DirectX_9 DX9] [[shader]]s all written in [[HLSL]] | ||
* [[VScript]] scripting system allows using external coding languages such as Squirrel and Lua in maps to create more complex systems {{ | * [[VScript]] scripting system allows using external coding languages such as Squirrel and Lua in maps to create more complex systems {{l4d2|p=in|type=since}} | ||
== [[:Category:Tools|Tools]] == | ==[[:Category:Tools|Tools]]== | ||
* [[ | * [[Faceposer]] | ||
** Facial expression tool used to craft speech and emotions | ** Facial expression tool used to craft speech and emotions | ||
* [[Valve Hammer Editor]] | * [[Valve Hammer Editor]] | ||
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** Place triggers, clip brushes, logic etc. | ** Place triggers, clip brushes, logic etc. | ||
** Allows level designer to hook up I/O between entities to control AI within the game | ** Allows level designer to hook up I/O between entities to control AI within the game | ||
* [[ | * [[Model Viewer]] | ||
** Full model previewer | ** Full model previewer | ||
** Rotate models in any direction | ** Rotate models in any direction | ||
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* Studiomdl | * Studiomdl | ||
** Model compiler | ** Model compiler | ||
* [[ | * [[VBSP]], [[VRAD]], [[VVIS]], [[VMPI]] | ||
** Map compilation tools (bsp, lighting and visibility) | ** Map compilation tools (bsp, lighting and visibility) | ||
** VMPI - distributed compilation tool allowing level compiles to be spread across many PCs greatly reducing compile times | ** VMPI - distributed compilation tool allowing level compiles to be spread across many PCs greatly reducing compile times | ||
* Exporters | * Exporters | ||
** [[XSI]], Max and Maya .smd exporters for exporting 3D models | ** [[:Category:XSI|XSI]], Max and Maya .smd exporters for exporting 3D models | ||
== Games On Source == | ==Games On Source== | ||
=== Valve === | ===Valve=== | ||
Games made by Valve. | Games made by Valve. | ||
* {{ | * {{css|p=4}} | ||
* {{ | * {{hl2|p=4}} | ||
* {{ | * {{hl2dm|p=4}} | ||
* {{ | * {{hl2ep1|p=4}} | ||
* {{ | * {{hl2ep2|p=4}} | ||
* {{ | * {{hl2lc|p=4}} | ||
* {{ | * {{hl|p=4}} | ||
* {{ | * {{hldms|p=4}} | ||
* {{ | * {{portal|p=4}} | ||
* {{ | * {{tf2|p=4}} | ||
* {{ | * {{dods|p=4}} | ||
* {{ | * {{l4d|p=4}} | ||
* {{ | * {{l4d2|p=4}} | ||
* {{ | * {{as|p=4}} | ||
* {{ | * {{portal2|p=4}} | ||
* {{ | * {{csgo|p=4}} | ||
=== Third-Party === | ===Third-Party=== | ||
Games and mods made by third-party companies and mod teams. | Games and mods made by third-party companies and mod teams. | ||
* {{ | * {{insurgency|p=4}} | ||
* {{ | * {{bms|p=4}} | ||
* {{ | * {{infra|p=4}} | ||
* {{ | * {{doi|p=4}} | ||
* {{ | * {{tsp|p=4}} | ||
* {{ | * {{ship|p=4}} | ||
* [[Blade Symphony]] | * [[Blade Symphony]] | ||
* {{ | * {{con|p=4}} | ||
* {{ | * {{ddd|p=4}} | ||
* {{ | * {{zc|p=4}} | ||
* {{ | * {{dmmm|p=4}} | ||
* {{ | * {{tbg|p=4}} | ||
* {{ | * {{nd|p=4}} | ||
* [[Double Action]] | * [[Double Action]] | ||
* [[Consortium]] | * [[Consortium]] | ||
* [[Revelations 2012]] | * [[Revelations 2012]] | ||
* [[Divinia Chronicles]] | * [[Divinia Chronicles]] | ||
* {{ | * {{sin|p=4}} | ||
* [[Vampire: The Masquerade]] | * [[Vampire: The Masquerade]] | ||
* {{ | * {{lw|p=4}} | ||
* [[Bloody Good Time]] | * [[Bloody Good Time]] | ||
* [[Tactical Intervention]] | * [[Tactical Intervention]] | ||
* {{ | * {{Desther|p=4}} | ||
* {{Game link|Vindictus}} | * {{Game link|Vindictus}} | ||
* {{ | * {{zps|p=4}} | ||
* | * {{Nmrih|p=4}} | ||
* {{ | * {{eyedc|p=4}} | ||
* [[Apex Legends]] | * [[Apex Legends]] | ||
* {{game link|Infestus}} | * {{game link|Infestus}} | ||
* [[G-String]] | * [[G-String]] | ||
* [[Postal III]] | * [[Postal III]] | ||
* {{ | * {{jbep3|p=4}} | ||
* | * [[:Category:Source mods|Category: Source mods]] | ||
==See also== | |||
* [https://en.wikipedia.org/wiki/Source_(game_engine) Source engine on Wikipedia] | |||
[[Category:Technical]] | [[Category:Technical]] | ||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 00:19, 18 April 2022
is a 3D game engine created by Valve, it is the successor to
. Source has been used by Valve, third-party Companies, and much like GoldSource, it has been used in countless community mods by people around the globe.
Renderer
- Version 3.0 (and below) Shaders
- Bump mapping and Normal mapping on models and the world
- Author Shaders with HLSL
- Cube and environment mapping
- Phong shading for models
- Dynamic lights, vertex lighting and lightmaps, many light types including flickering, pulsing etc.
- HDR and LDR lighting
- Water with refraction, real-time world reflections and fresnel effects
- Water also supports flow mapping
- Water also supports flow mapping
- Advanced particle system that can emit sprites or models
- Render-to-texture 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
- Real-time cascaded shadowmapping that comes from the Skybox
- Effects include but are not limited to: particles, beams, volumetric smoke, sparks, blood, environmental effects like fog and rain
- Scalability
- DX8-DX9 hardware supported (DX6-DX9 with modifications and fixed-function shaders)
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
Physics
- More responsive world with realistic interactions
- Sounds & graphics follow from physics
- AI characters can interact with physically simulated objects
- Ropes/cables, machines, constraint systems, ragdoll physics
- Can be controlled by level design
- Kinematic animated bone followers
- Custom procedural physics controllers
- Vehicles
- Wheels slip and skid
- Realistic suspensions with springs on each wheel
- Realistic leaning during acceleration/deceleration and turning
- Individually tunable parameters such as horsepower, gearing, max speed, shift speed, tire material, tire friction, spring tension/dampening etc.
- Multiple players in a vehicle in multiplayer
- Hovercraft support for cheaper simulation
Advanced AI
- I/O system allowing level designers to control AI
- Sophisticated navigation: characters that run, fly, jump, crouch, climb stairs and ladders, and burrow underground
- AI senses things using sight, sound, and smell
- AI relationships determine friend/foe status of other entities
- Battle AI allows squads of AI characters to operate together, know when to advance, retreat, lay cover fire, etc.
Sound System
- 7.1, 5.1 surround sound, 4 speaker surround
- High-quality 3D spatialization
- Custom software DSP
- Automatic DSP based on environmental geometry
- ADPCM decompression
- 16-bit 44KHz, stereo wave data with all features
- MP3 decompression (requires Miles license)
- Support for audio streaming on any wave
- Real-time wave file stitching
- Pre-authored Doppler effect encoded waves
- Pre-authored distance variant encoded waves
- Commentary system
UI
- Server browser - Displays all active game servers and allows a player to choose which one to participate on. Players can filter and sort server lists in order to speed up the display and selection of a server.
- VGUI - Valve's custom GUI interface mimics most of the Windows controls but is rendered using the Source engine for both in game and out of game uniform UI display. Some features:
Programming
- All code written in C/C++ using Visual Studio .NET 2003. Easily and quickly derive new entities from existing base classes
- Internal context sensitive performance monitoring system
- Graphics performance measurement tools built into the engine
- Modular code design (via DLLs) allows swapping out of core components for easy upgrading or code replacement
- DX9 shaders all written in HLSL
- VScript scripting system allows using external coding languages such as Squirrel and Lua in maps to create more complex systems
Tools
- Faceposer
- Facial expression tool used to craft speech and emotions
- Valve Hammer Editor
- WYSIWYG World editor
- Create world brushes
- Terrain editor
- Place detailed world models and AI NPCs
- Set navigation points/paths for NPCs
- Place triggers, clip brushes, logic etc.
- Allows level designer to hook up I/O between entities to control AI within the game
- Model Viewer
- Full model previewer
- Rotate models in any direction
- Setup hit boxes
- View physics hull
- View normals
- Wireframe, shaded or textured view modes
- Studiomdl
- Model compiler
- VBSP, VRAD, VVIS, VMPI
- Map compilation tools (bsp, lighting and visibility)
- VMPI - distributed compilation tool allowing level compiles to be spread across many PCs greatly reducing compile times
- Exporters
- XSI, Max and Maya .smd exporters for exporting 3D models
Games On Source
Valve
Games made by Valve.
Third-Party
Games and mods made by third-party companies and mod teams.
- Blade Symphony
- Double Action
- Consortium
- Revelations 2012
- Divinia Chronicles
- Vampire: The Masquerade
- Bloody Good Time
- Tactical Intervention
- Vindictus
- Apex Legends
- Infestus
- G-String
- Postal III
- Category: Source mods