XenEngine: Difference between revisions

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== Features ==
== Features ==
* '''Engine'''
* '''Engine'''
** Entity Limit and Displacement upgraded from 4k to 8k.
** Entity and Displacement Limit upgraded from 4k to 8k.
** Backported a lot of optimizations from {{l4d|4}} and {{portal2|4}} that {{tf2|4}} doesn't have.
** Backported a lot of optimizations from {{l4d|4}} and {{portal2|4}} that {{tf2|4}} doesn't have.
** Improved AI, whose behavior depends on the current difficulty level (some [[NPC|NPCs]] also support Main and Assault Behavior Trees from {{Code|ai}} folder).
** Improved AI, whose behavior depends on the current difficulty level (some [[NPC|NPCs]] also support Main and Assault Behavior Trees from the {{Code|ai}} folder).
** Temp lights were swapped with new deferred lights.
** New deferred lighting system.
** [https://en.wikipedia.org/wiki/Deferred_shading Gbuffer] that allowed to add some modern difficult effects.
** [https://en.wikipedia.org/wiki/Deferred_shading Gbuffer] that allowed the addition of some modern, difficult-to-make effects.
** Made from scratch [[Qt]] UI with ability to be customized and add new stuff with no limitations (old [[VGUI]] can be enabled with <code>-oldgameui</code> launch parameter).
** Made from scratch [[Qt]] UI with the ability to be customized and add new stuff with no limitations ([[VGUI]] can be reenabled with <code>-oldgameui</code> launch parameter).
** Using {{w|Fast_approximate_anti-aliasing|'''F'''ast '''A'''pproximate '''A'''nti-'''A'''liasing}} (FXAA for short) instead of {{w|Multisample_anti-aliasing|'''M'''ulti'''S'''ample '''A'''nti-'''A'''liasing}} (MSAA) for [[anti-aliasing]], which reduces performance and does not work correctly on Xengine's deferred lighting (unlike FXAA).
** Using {{w|Fast_approximate_anti-aliasing|'''F'''ast '''A'''pproximate '''A'''nti-'''A'''liasing}} (FXAA for short) instead of {{w|Multisample_anti-aliasing|'''M'''ulti'''S'''ample '''A'''nti-'''A'''liasing}} (MSAA) for [[anti-aliasing]], which reduces performance and does not work correctly on Xengine's deferred lighting (unlike FXAA).
** New and extended Post Processor.
** New and extended Post Processor.
** Native Linux support and OS based on it.
** Native Linux support and OS based on it.
** Enhanced multiplayer with tonne of fixes for both client-side and server-side.
** Enhanced multiplayer with a tonne of fixes for both client-side and server-side.
** [[Music track|Dynamic music system]].
** [[Music track|Dynamic music system]].
*'''Visuals'''
*'''Visuals'''
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** Light cookies for both new [[newLight_Point|point light]] and new [[newLight_Spot|spot light]], the last can be animated.
** Light cookies for both new [[newLight_Point|point light]] and new [[newLight_Spot|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.)
** 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 new deferred lighting system.
** Upgraded flashlight using the new deferred lighting system.
** Godrays with disk for both [[newLight_Dir|sun]] and local lights, the last also can use Fancy godrays type.
** Godrays with disk for both [[newLight_Dir|sun]] and local lights, the last also can use Fancy godrays type.
** [[newxog_global|Screenspace Fog ("Xog")]], that can be applied globally or locally using cuboid/ellipsoid volumes.
** [[newxog_global|Screenspace Fog ("Xog")]], that can be applied globally or locally using cuboid/ellipsoid volumes.
** Soft particles.
** Soft particles.
** Cinematic [[env_lensflare|lens flares]].
** Cinematic [[env_lensflare|lens flares]].
** Upgraded tonemapping with bloom which use a modified version of the Reinhard filter.
** Upgraded tonemapping with bloom which uses a modified version of the Reinhard filter.
** Optimized shaders for faster compilation and better runtime performance.
** Optimized shaders for faster compilation and better runtime performance.
** Baked in [[lightmaps]] [[Ambient Occlusion]].
** Baked in [[lightmaps]] [[Ambient Occlusion]].
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==Availability==
==Availability==
{{tip|The authoring tools for this branch has been released and is available directly from {{path|Black Mesa\bin\}}.}}
{{tip|The authoring tools for this branch have been released and are available directly from {{path|Black Mesa\bin\}}.}}
{{note|There is no [[Source SDK]] for this branch. However, you still can heavily modify the [[Qt]] UI via {{wiki|QML}} programing language.}}
{{note|There is no [[Source SDK]] for this branch. However, you still can heavily modify the [[Qt]] UI via {{wiki|QML}} programming language.}}
* {{Code|2020}} {{bms|4}}
* {{Code|2020}} {{bms|4}}
** {{Code|2017}} {{bmsbo|4}} <small>(earlier version)<big>
** {{Code|2017}} {{bmsbo|4}} <small>(earlier version)<big>

Revision as of 12:14, 20 May 2024

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Xengine Xengine (also known as XenEngine) is a third-party Source Source Engine branch using licenced code. It is a modified version of the Source 2013 Multiplayer Source 2013 Multiplayer engine branch with Team Fortress 2 Team Fortress 2 additions, whose development was influenced by the limitations of the Source Engine. Although initially only CSM was planned, they 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 Wikipedia icon deferred lighting. Besides using Team Fortress 2 Team Fortress 2 engine version as a base, this engine version is also a hybrid of Portal 2 Portal 2 and Left 4 Dead Left 4 Dead engine versions.

Features

  • Engine
    • Entity and Displacement Limit upgraded from 4k to 8k.
    • Backported a lot of optimizations from Left 4 Dead Left 4 Dead and Portal 2 Portal 2 that Team Fortress 2 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).
    • New deferred lighting system.
    • 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 Wikipedia icon Fast Approximate Anti-Aliasing (FXAA for short) instead of Wikipedia icon 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 and OS based on it.
    • Enhanced multiplayer with a tonne of fixes for both client-side and server-side.
    • 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.
    • 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 sun and local lights, the last also can use Fancy godrays type.
    • Screenspace Fog ("Xog"), that can be applied globally or locally using cuboid/ellipsoid volumes.
    • Soft particles.
    • 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.
    • Baked in lightmaps Ambient Occlusion.
    • 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, and more.
    • 64-bit shader compiler.

Media

Black Mesa Blue Shift - Screenshot 8.png
GodraysInWater 1.jpg
Asheep - Screenshot 7.jpg
BMS - Screenshot 3.jpg
BMBO - Screenshot 2.jpg
BMS - Screenshot 10.jpg

Availability

Tip.pngTip:The authoring tools for this branch have been released and are available directly from 🖿Black Mesa\bin\.
Note.pngNote:There is no Source SDK for this branch. However, you still can heavily modify the Qt UI via Wikipedia icon QML programming language.

See also

External links