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{{:Source}} | <div style="float:right">[[File:Screenshot-CSS-Source engine comparison.jpg|340px|thumb|Screenshot in-game of {{css|4.1}}, using the Source Engine.]] | ||
[[File:Screenshot-CSGO-Source_engine_comparison.jpg|340px|thumb|Screenshot in-game of {{csgo|4.1}}, using Valve's [[Counter-Strike: Global Offensive engine branch|latest branch]] of the Source Engine.]] | |||
[[File:Apex Legends - Screenshot 4.jpg|340px|thumb|Promotional screenshot of {{apex|4.1}}, which runs on a [[Titanfall engine branch|heavily modified]] version of the Source Engine, featuring DirectX (Direct3D) 11 and better graphics, plus increased the engine limit, allowing maps to be larger.]] | |||
</div> | |||
[[File:SourceLogoWhite.png|340px|center|Source Engine logo]]{{clr|left}} | |||
{{Source|4}} is a 3D game engine created by {{Valve|4}} in 2004, and is the successor to {{gldsrc|4}}. {{Source|1}} has been used by [[Valve]], [[#Third-Party|third-party companies]], and (much like GoldSrc) countless community [[Modification|mods]] by people around the globe. Today, it has largely been replaced by the {{source2|4}} engine for first-party usage since 2015, but it's still being commonly used today by modders and some third-party companies, and it's still regularly being maintained with engine and security updates. | |||
{{Clarify|not all {{Source|4}} games have {{VAC|4|nt=0}}. See {{Apex Legends|4}}.}} | |||
{{Clarify|The features list below may not applies to third-party or newer Source engine branches. For the list of branches, [[:Category:Engine_branches|see this category page]].}} | |||
== [[:Category:Programming|Renderer]] == | |||
* Version 3.0 (and below) [[shader]]s | |||
{{note|Unofficially, some third-party games can also support Shader Model 5.0 and later by using Direct3D 11 and later, like {{titanfall|1}}.}} | |||
* {{w|Anti-aliasing|icon=0}} support | |||
** {{src|name}} is the first Valve engine to support anti-aliasing, prior to MSAA (4X) being added to {{goldsrc|1}} in 2013. | |||
** MSAA is the traditional anti-aliasing method, works by samples (renders) each pixel multiple times at different locations within the frame and averages the samples to produce the final pixel value. It is commonly used in most older video games, including almost all Source engine games (except {{bms|4}} (since the Xen update), {{apex|4}}, etc...). Up to 8x MSAA (or 6x MSAA in Source 2004) is supported. Older GPUs (such as pre-Maxwell Nvidia cards) also support CSAA. | |||
** FXAA is also supported in {{Csgobranch|1}}. Unlike MSAA, FXAA has less performance hit than most other AA methods due to it being a post-processing effect, which meant that it can be unofficially added to older Source engine games (or even other video games, other engines and other applications in general), using software such as ReShade, or even built-in via the graphics driver settings, and unlike MSAA, FXAA and other post-processing method will affect transparent textures, however, due to it's nature, this makes FXAA looks worse than many other AA methods as it's appear to blur the image, plus it does not reconstruct the pixel which was missing due to lack of an traditional anti-aliasing. | |||
** TAA is a modern AA method commonly used in most modern games, superseded the MSAA method for anti-aliasing, it works by combining information from past frames and the current frame to remove jaggies in the current frame. However, as mentioned, TAA combines information from past and current frames can cause blurring and ghosting effect while in motion, more noticeable with low FPS. In Source engine case, it is only available in few games such as {{Apex|4}}.<br>{{tip|If the game is running in 4K resolution or above, or by downscaling 4K to 1080p or lower, the need for anti-aliasing is greatly reduced.}} | |||
* [[Wikipedia:Bump mapping|Bump mapping]] and [[w:Normal_mapping|Normal mapping]] on models and the world | |||
* Author [[shader]]s with [[HLSL]] | |||
* Cube and environment mapping | |||
** Cubemapping also supports Anisotropy {{csgo|since}} | |||
* [[$phong|Phong]] shading for models | |||
** Phong is also supported on world brushes {{csgo|since}} | |||
* Dynamic lights, vertex lighting and [[lightmap]]s, many light types including flickering, pulsing etc. | |||
* [[HDR]] {{src06|since}} and SDR/LDR {{l4d2|not|addtext=and later}} lighting | |||
* Water with refraction, real-time world reflections and fresnel effects | |||
** Water also supports [[Water (shader)#Special behaviour|flow mapping]] {{l4d2|since}} | |||
* [[:Category:Particle System|Advanced particle systems]] that can emit [[sprite]]s or [[model]]s | |||
* Render-to-texture shadows allow for a large number of characters per scene | |||
* [[Func occluder|Occluder entities]] for visibility blocking | |||
* Indoor/Outdoor environments | |||
** Deformable terrain | |||
** [[3D Skybox]]es 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 [http://msdn.microsoft.com/en-us/library/windows/desktop/ee416307(v=vs.85).aspx cascaded shadow mapping] that comes from the skybox {{csgo|since}} | |||
* Effects include but are not limited to: particles, beams, volumetric smoke, sparks, blood, & environmental effects like fog and rain | |||
* Scalability | |||
** [[DirectX_Versions|DX8-DX9]] hardware supported (DX6-DX9 with modifications and fixed-function shaders) | |||
** DX11 and later are also supported on some third-party branches. | |||
{{warning|DirectX 7 materials and earlier are no longer supported since {{src07|3.1}}/{{src09|3.1}} (except {{portalrtx|4}}). Games that uses {{l4dbranch|4}} and later only support DirectX 9 materials.}} | |||
{{note|Source allows up to 8 [[LOD Models]], although it does not have automatic [[w:Level of detail (computer graphics)|level of detail]] out of box. Manual LoD is supported, however.}} | |||
{{warning|{{csgo|4}} currently does not support level of detail. [[$lod]] will be ignored, but the model will still work. Try to avoid using this command in {{csgo}}.}} | |||
== [[: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 systems | |||
* 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]] == | |||
* Time- and gamer-tested by millions of gamers around the world | |||
* 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 | |||
* Optimizations for high-latency, high-packet-loss 56k connections | |||
== [[:Category:Modeling|Advanced Characters]] == | |||
* Detailed and believable characters | |||
* Realistic [[Eyeball|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 | |||
* [[:category:Choreography|Language independent speech]], characters can speak naturally in many languages | |||
* Skeletal/bone system for animation | |||
* Layered animation system can synthesize complex animations out of several pieces | |||
== [[:Category:Physics|Physics]] == | |||
* Uses [[Havok]] physics engine, licensed from Havok Group (now acquired by [[w:Microsoft|Microsoft]]) | |||
* More responsive world with realistic interactions | |||
* Sounds & graphics follow from physics | |||
* AI characters can interact with physically simulated objects | |||
* Ropes/cables, machines, constraint systems, [[w:Ragdoll_physics|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 | |||
== [[:Category:AI|Advanced AI]] == | |||
* [[Inputs_and_Outputs|I/O system]] allows 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_relationship|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. | |||
== [[:Category:Sound_System|Sound System]] == | |||
* 7.1, 5.1 surround sound, 4 speaker surround | |||
:{{ModernBug|On system running Windows Vista and later, due to the game engine using DirectSound and older version of Miles Sound System, the game may output only 5.1 surround despite 7.1 selected or 7.1 audio may not work properly without custom {{code|dsound.dll}} (such as Creative Alchemy, DSOAL or IndirectSound). This issue is not affected by some third-party games, such as {{titanfall2|4}}, {{apex|4}}.}} | |||
:{{note|Some Source games (such as {{as|4}}, {{portal2|4}} and {{csgo|4}}) may not include options to enable 7.1 surround sound without using console commands.}} | |||
* High-quality 3D spatialization | |||
* Custom software [[DSP]] | |||
* Automatic DSP based on environmental geometry | |||
* Microsoft ADPCM-compressed [[WAV]] files | |||
* 16-bit 44.1 KHz (CD Quality), stereo wave data with all features | |||
: {{warning|48 KHz audio (DVD Quality) is ''not'' supported by default. Not to be confused with 44.1 KHz, which is the CD Quality audio.}} | |||
* [[MP3]] decompression (requires [http://www.radgametools.com/miles.htm Miles] license) | |||
* Support for audio streaming on any wave {{clarify}} | |||
* Real-time wave file stitching {{clarify}} | |||
* Pre-authored Doppler effect encoded waves | |||
* Pre-authored distance variant encoded waves | |||
* [[Commentary System|Commentary system]] | |||
== [[: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. | |||
* '''[[: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 Elements|HUD]] display | |||
** Many [https://en.wikipedia.org/wiki/Graphical_widget widgets]/controls (e.g., buttons, treeview, html control…) | |||
** Themes/custom visualization allowed | |||
** Platform independent | |||
** Localized text (Unicode compliant) | |||
* '''[[Panorama]]''' {{csgo|since}} — Introduced in 2018, Valve's new Custom GUI interface that resembles modern web design and authoring (HTML5/CSS/JS). Using <code>[[.XML]]</code> and JavaScript files, developers can create dynamic and clean huds and menus and even high-quality in-game intractable panels. | |||
== [[:Category:Programming|Programming]] == | |||
* All code written in C/C++ using Visual Studio .NET 2003 and later. 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 | |||
* [[VScript]] scripting system allows using external coding languages, such as Squirrel and Lua, in maps to create more complex systems {{l4d2|since}} {{tf2|also}} | |||
== [[:Category:Tools|Tools]] == | |||
* {{hlfaceposer|4}} | |||
** Facial expression tool used to craft speech and emotions | |||
* {{hammer|4|nt=1}} | |||
** 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 | |||
* {{hlmv|4|nt=1}} | |||
** Full model previewer | |||
** Rotate models in any direction | |||
** Set up 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 | |||
** [[:Category:XSI|XSI]], Max and Maya <code>.smd</code> exporters for exporting 3D models | |||
== Products using Source {{Table tools|Source_games}} == | |||
<!-- To edit the list of the game, please visit the template page "Template:Source games" instead, then go to one of it's subpages there. --> | |||
=== Products made by Valve === | |||
{{Source games/Valve}} | |||
=== Third-Party === | |||
Games, tool and mods made by third-party companies and mod teams. | |||
==== Released ==== | |||
{{Expand|title=2004 - 2009|noborder=1| | |||
{{Source games/2000s}} | |||
}} | |||
{{Expand|title=2010 - 2019|noborder=1| | |||
{{Source games/2010s}} | |||
}} | |||
{{Expand|title=2020 - present|noborder=1|startcollapsed=0| | |||
{{Source games/2020s}} | |||
}} | |||
==== In development (Unreleased) ==== | |||
This section are for unreleased 3rd party games and tools that are in development, not publicly released, or is in Beta/Early Access. | |||
<!-- NOTE: Sort the game by year if the release date is announced, otherwise, if it's was TBA (to be announced), sort by game name. --> | |||
{{Source games/unreleased}} | |||
[[:Category:Third_Party_Source_Engine_Games|More Third-party Source Engine games]] | |||
* [[:Category:Source mods|More Source mods]] | |||
== See Also == | |||
* [[Wikipedia:Source (game engine)]] | |||
* [[Source Engine Features]] | |||
* [[Source SDK]] | |||
* [[SDK_Docs|Source SDK Documentation]] | |||
* [[Source SDK 2013]] | |||
== External links == | |||
{{todo|How relevant and current these guides are? Keep links to current manuals instead of all at appropriate places. Use [[Special:LinkSearch]] for this.}} | |||
* Source Engine Tutorials https://www.sourcemodding.com/tutorials/source | |||
* Tutorials for Source Engine https://gamebanana.com/tuts/games/35 | |||
* Tutorials - Source - Mod DB https://www.moddb.com/engines/source/tutorials | |||
* [https://github.com/ValveSoftware/Source-1-Games/issues GitHub Issues page] - for engine bug reports. |
Revision as of 10:33, 30 December 2023







Source is a 3D game engine created by
Valve in 2004, and is the successor to
GoldSrc. Source has been used by Valve, third-party companies, and (much like GoldSrc) countless community mods by people around the globe. Today, it has largely been replaced by the
Source 2 engine for first-party usage since 2015, but it's still being commonly used today by modders and some third-party companies, and it's still regularly being maintained with engine and security updates.



Renderer
- Version 3.0 (and below) shaders

- Anti-aliasing support
- Source is the first Valve engine to support anti-aliasing, prior to MSAA (4X) being added to GoldSrc in 2013.
- MSAA is the traditional anti-aliasing method, works by samples (renders) each pixel multiple times at different locations within the frame and averages the samples to produce the final pixel value. It is commonly used in most older video games, including almost all Source engine games (except
Black Mesa (since the Xen update),
Apex Legends, etc...). Up to 8x MSAA (or 6x MSAA in Source 2004) is supported. Older GPUs (such as pre-Maxwell Nvidia cards) also support CSAA.
- FXAA is also supported in CS:GO engine branch. Unlike MSAA, FXAA has less performance hit than most other AA methods due to it being a post-processing effect, which meant that it can be unofficially added to older Source engine games (or even other video games, other engines and other applications in general), using software such as ReShade, or even built-in via the graphics driver settings, and unlike MSAA, FXAA and other post-processing method will affect transparent textures, however, due to it's nature, this makes FXAA looks worse than many other AA methods as it's appear to blur the image, plus it does not reconstruct the pixel which was missing due to lack of an traditional anti-aliasing.
- TAA is a modern AA method commonly used in most modern games, superseded the MSAA method for anti-aliasing, it works by combining information from past frames and the current frame to remove jaggies in the current frame. However, as mentioned, TAA combines information from past and current frames can cause blurring and ghosting effect while in motion, more noticeable with low FPS. In Source engine case, it is only available in few games such as
Apex Legends.
Tip:If the game is running in 4K resolution or above, or by downscaling 4K to 1080p or lower, the need for anti-aliasing is greatly reduced.
- Bump mapping and Normal mapping on models and the world
- Author shaders with HLSL
- Cube and environment mapping
- Cubemapping also supports Anisotropy (in all games since
)
- Cubemapping also supports Anisotropy (in all games since
- Phong shading for models
- Phong is also supported on world brushes (in all games since
)
- Phong is also supported on world brushes (in all games since
- Dynamic lights, vertex lighting and lightmaps, many light types including flickering, pulsing etc.
- HDR (in all games since
) and SDR/LDR (not in
and later) lighting
- Water with refraction, real-time world reflections and fresnel effects
- Water also supports flow mapping (in all games since
)
- Water also supports flow mapping (in all games since
- Advanced particle systems 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 shadow mapping that comes from the skybox (in all games since
)
- 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)
- DX11 and later are also supported on some third-party branches.







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 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 speak naturally in many languages
- Skeletal/bone system for animation
- Layered animation system can synthesize complex animations out of several pieces
Physics
- Uses Havok physics engine, licensed from Havok Group (now acquired by Microsoft)
- 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 allows 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
- Template:ModernBug
Note:Some Source games (such as
Alien Swarm,
Portal 2 and
Counter-Strike: Global Offensive) may not include options to enable 7.1 surround sound without using console commands.
- High-quality 3D spatialization
- Custom software DSP
- Automatic DSP based on environmental geometry
- Microsoft ADPCM-compressed WAV files
- 16-bit 44.1 KHz (CD Quality), stereo wave data with all features
Warning:48 KHz audio (DVD Quality) is not supported by default. Not to be confused with 44.1 KHz, which is the CD Quality audio.
- MP3 decompression (requires Miles license)
- Support for audio streaming on any wave [Clarify]
- Real-time wave file stitching [Clarify]
- 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:
- Panorama (in all games since
) — Introduced in 2018, Valve's new Custom GUI interface that resembles modern web design and authoring (HTML5/CSS/JS). Using
.XML
and JavaScript files, developers can create dynamic and clean huds and menus and even high-quality in-game intractable panels.
Programming
- All code written in C/C++ using Visual Studio .NET 2003 and later. 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
- VScript scripting system allows using external coding languages, such as Squirrel and Lua, in maps to create more complex systems (in all games since
) (also in
)
Tools
HLFaceposer
- 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
Half-Life Model Viewer
- Full model previewer
- Rotate models in any direction
- Set up 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
- XSI, Max and Maya
Products using Source 



Products made by Valve
Release date | Title | Co-developed with | Engine branch | Platforms | Notes |
---|---|---|---|---|---|
7 Oct 2004 | ![]() |
Turtle Rock Studios Hidden Path Entertainment (2010 update) |
![]() ![]() |
PC: Windows, Mac, Linux | First game to use the Source engine. Remake of Counter-Strike. Hidden Path Entertainment alongside Valve worked on the May 7, 2010 update, which upgraded the game's engine from Source 2006 to 2009 (MP version, later renamed to Source MP), and added 144 (now 146) achievements, a new domination and revenge system similar to Team Fortress 2, player stats and more. Hidden Path Entertainment also worked on the unreleased Xbox 360 port of CS:S, which would later become ![]() |
16 Nov 2004 | ![]() |
![]() ![]() |
PC: Windows, Mac, Linux | Remaster of Half-Life. It is critically panned by most gamers since 2013 due to the huge amount of bugs that were introduced when the game was updated to ![]() A unofficial fan remake of Half-Life, called Black Mesa was later started development in response of those criticisms, which was first released in 2012 without any Xen chapters and was much shorter, and later in 2020, a full release with contains the Xen chapters. |
|
16 Nov 2004 | ![]() |
EA UK (PS3 port) | ![]() ![]() ![]() ![]() ![]() ![]() |
PC: Windows, Mac, Linux Console(s): Original Xbox, Xbox 360, PlayStation 3 |
Sequel to Half-Life, and later Half-Life: Alyx. Included on ![]() The game was set 20 years after the event of Half-Life, takes place in City 17, which is under Combine control. Prior to its release, it was delayed multiple times, and infamously leaked in Oct 2003. It was among the first games to require Steam in order to play. Half-Life 2's engine branch has been updated multiple times, first in 2007, upgraded to Source 2007 only on consoles, and in 2010, upgraded to Source 2009 on PC, and finally, Half-Life 2 was upgraded to the Source 2013 Singleplayer branch. In November 2024, Valve released a 20th anniversary update, which add Steam Workshop support, fixing several bugs, improved shaders (with option to use classic 2004/2006 particles/effects and Very High shader option), and made Half-Life 2: Lost Coast, Episode One and Episode One playable through Half-Life 2 main menu, without quitting the game and launch it separately on Steam client. |
30 Nov 2004 | ![]() |
![]() ![]() |
PC: Windows, Mac, Linux | Multiplayer component of Half-Life 2. Now runs on Team Fortress 2 branch after 20th anniversary update. | |
26 Sep 2005 | ![]() |
![]() ![]() |
PC: Windows, Mac, Linux | Remake of Day of Defeat. Like Half-Life 2: Lost Coast, it also have features later added to Source 2006, such as HDR lighting. | |
27 Oct 2005 | ![]() |
![]() ![]() |
PC: Windows, Mac, Linux | Originally as part of Half-Life 2, which was cut at some point before it was released, and was developed after the leak happened but was ultimately cut, then later released in 2005 as a HDR lighting technology demo. It runs on a newer version of Source 2004, introducing new features such as Commentary System and HDR (which was previously introduced on Day of Defeat: Source). Both of these new features are later used in Half-Life 2: Episode One, which runs on Source 2006 engine, and subsequent games & branches after it. As of 2025, it runs on ![]() |
|
1 May 2006 | ![]() |
![]() ![]() |
PC: Windows, Mac, Linux | Multiplayer component of Half-Life: Source. Now runs on Team Fortress 2 branch since February 18, 2025 update. | |
1 Jun 2006 | ![]() |
EA UK (PS3 port) | ![]() ![]() ![]() ![]() ![]() |
PC: Windows, Mac, Linux Console(s): Xbox 360, PlayStation 3 |
The game is the sequel to Half-Life 2, and the story begins after the Citadel reactor core was destroyed, Gordon and Alyx both survived the explosion. When it's come to technical, it used the ![]() ![]() |
10 Oct 2007 | ![]() |
EA UK (PS3 port) | ![]() ![]() ![]() ![]() |
PC: Windows, Mac, Linux Console(s): Xbox 360, PlayStation 3 |
A sequel to Half-Life 2: Episode One. The City 17 has been destroyed, and the Citadel was partially collapsed, Gordon and Alyx has survived the train crash. The game largely take places in White Forest. Story aside, when it's come to technical, it uses the ![]() ![]() |
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PC: Windows, Mac, Linux Console(s): Xbox 360, PlayStation 3, Nintendo Switch (part of Portal Companion Collection) |
A completely new game and IP from Valve, set in the Half-Life universe, and take places in Aperture Laboratories. It is a puzzle-based shooter game, allowing you to create portals, that link to one another on any flat and large enough surface. In 2023, an unofficially remastered version of the game, Portal with RTX, was released, which takes advantage of hardware that support ray-tracing, and adds PBR textures, high polygon models in order to improve the game graphics. Like the other two new games in The Orange Box package, it used the ![]() |
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PC: Windows, Mac, Linux Console(s): Xbox 360, PlayStation 3 | Sequel to Team Fortress Classic, focusing on cartoon graphics unlike the pre-release footage/screenshots, which aimed to be more realistic. This is the last game, along with 2 other games as part of The Orange Box pack to use the engine branch that requires Half-Life 2 assets to operate. The console version of the game is no longer updated, as opposed to PC version of the game, which is frequently updated. It has its own version of Source 2013 Multiplayer which is more up to date and has newer features in what's named the Team Fortress 2 branch. |
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17 Nov 2008 | ![]() |
Turtle Rock Studios (under Valve South) |
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PC: Windows, Mac Console(s): Xbox 360 |
A new multiplayer co-op game, with a horror zombie theme. It use a new engine branch which does not require Half-Life 2 assets in order to work, it also adds many new features and introduced VPKs. |
17 Nov 2009 | ![]() |
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PC: Windows, Mac, Linux Console(s): Xbox 360 |
Originally was planned to be an update for Left 4 Dead, it was later released as standalone game. Like Left 4 Dead, it also runs on the same L4D branch, but much newer. Like TF2, the console version ( ![]() This game was also ported to Source 2 back in 2014, but this version remains unreleased to this day, and one of its maps has been remade in Source 2 as a tech demo back in 2010, which its image was leaked in 2014. |
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19 Jul 2010 | ![]() |
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PC: Windows | A co-op alien shooter, which was a remake of the Unreal Tournament 2004 mod with the same name. It succeeded the ![]() |
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18 Apr 2011 | ![]() |
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PC: Windows, Mac, Linux Console(s): Xbox 360, PlayStation 3, Nintendo Switch (part of Portal Companion Collection) |
Has its own engine branch, and once again, introduced new features and succeeded ![]() |
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21 Aug 2012 | ![]() |
Hidden Path Entertainment | ![]() |
PC: Windows, Mac, Linux Console(s): Xbox 360, PlayStation 3 |
Sequel to Counter-Strike: Source, originally developed as a Xbox 360 port of Counter-Strike: Source before Valve eventually turned it into a new Counter-Strike game. The game runs on the CS:GO engine branch, which is based off of the Left 4 Dead engine branch with Portal 2 engine branch code. CS:GO used Source 1 engine until 2023, now uses the new Source 2 engine under the name Counter-Strike 2, replacing CS:GO (except the console version). Console version is no longer updated since 2013, but remains purchasable. Prior to being delisted, it was Free to Play on PC since 2018. |
9 Jul 2013 | ![]() |
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PC: Windows, Mac, Linux | Sequel to 2003's Warcraft III mod, Defense of the Ancients (retroactively called as Dota 1, DotA for short). Formerly using Source until 2015, when it was switched to Source 2, as part of Dota 2's Reborn update. This is also the last Valve game to be released on the Source engine. |
Third-Party
Games, tool and mods made by third-party companies and mod teams.
Released
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In development (Unreleased)
This section are for unreleased 3rd party games and tools that are in development, not publicly released, or is in Beta/Early Access.
Release Date | Title | Developer(s) | Publisher(s) | Engine branch | Platforms | Notes |
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2025 | ![]() |
Dustfade | Dustfade | ![]() |
PC: Windows, Linux | Early access since 2022, planned to be released around 2025. Quote from Military Conflict: Vietnam Steam page: The game will stay in Early Access until all planned initial content is released, the current estimate of which is during 2025. |
TBA | ![]() |
CS:Legacy Team | TBA | ![]() |
PC: TBA | Remake of Counter-Strike, developed by (some) former CSPromod developers. Runs on modified version of Source 2013 (presumably Team Fortress 2 branch), with the game renderer completely rewritten. Features PBR shaders, CSM and other graphical improvements. |
TBA | ![]() |
Orbifold Studios | Orbifold Studios | ![]() ![]() |
PC: Windows | Second Source game to use RTX Remix technology which adds ray-tracing support along with (PBR textures, etc.). The mod also uses Mapbase. A demo version was released on March 18, 2025. |
TBA | Infestus | Team Infestus | Team Infestus | ![]() |
PC: Windows, Mac, Linux | Currently in closed beta. |
TBA | ![]() |
Momentum Team | Momentum Team | ![]() |
PC: Windows, Linux | Currently in closed beta. |
TBA | ![]() |
P2:CE Team | P2:CE Team | ![]() |
PC: Windows, Linux | Currently in closed beta. |
TBA | ![]() |
LunchHouse Software | LunchHouse Software | ![]() |
PC: Windows |
More Third-party Source Engine games
See Also
- Wikipedia:Source (game engine)
- Source Engine Features
- Source SDK
- Source SDK Documentation
- Source SDK 2013
External links
- Source Engine Tutorials https://www.sourcemodding.com/tutorials/source
- Tutorials for Source Engine https://gamebanana.com/tuts/games/35
- Tutorials - Source - Mod DB https://www.moddb.com/engines/source/tutorials
- GitHub Issues page - for engine bug reports.