XenEngine: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
 Tip:The authoring tools for this branch has been released and is available directly from
Tip:The authoring tools for this branch has been released and is available directly from  Black Mesa's
 Black Mesa's  
		
	
| m (→Media) | MyGamepedia (talk | contribs)   (We all dream about SDK with code for BM, but it doesn't happen for now. Much more correct to call it Authoring Tools, that's what this set of tools is called for P2 and CSGO (AWS also have tools in Steam, but it have source code, this why called SDK).) | ||
| Line 33: | Line 33: | ||
| ==Availability== | ==Availability== | ||
| {{tip|The  | {{tip|The authoring tools for this branch has been released and is available directly from {{bms|4|addtext='s}} {{path|bms\bin\}}}} | ||
| * {{bms|4}} | * {{bms|4}} | ||
| ** {{bmsbs|4}} | ** {{bmsbs|4}} | ||
Revision as of 00:29, 16 February 2024
 Xengine (also known as XenEngine) is a third-party
 Xengine (also known as XenEngine) is a third-party  Source Engine branch using licenced code. It is a modified version of the
 Source Engine branch using licenced code. It is a modified version of the  Source 2013 Multiplayer engine branch with
 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, 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
 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  deferred lighting.
 deferred lighting.
Features
- Engine
- Entity Limit and Displacement upgraded from 4k to 8k.
- Temp lights were swapped with new deferred lights.
 
- Visuals
- 4Way blends with support for 4 Bumpmaps.
- Cascaded Shadow Mapping with PCF-based soft shadows.
- Parallax Occlusion Mapping.
 Deferred Lighting. Deferred Lighting.
- Dynamic Lighting System with PBR-based lighting, texture-projected lights with animated projection, and godrays.
- Volumetric Xen Fog, that can be applied globally or locally using cuboid/ellipsoid volumes.
- Soft particles, flares, upgraded tonemapping, and bloom.
- Support for up to 2K dynamic lights per scene and all rendering features on secondary render targets (reflection/refraction, monitors, TV screens, etc.)
- Optimized shaders for faster compilation and better runtime performance.
 
- Tools
- In-game light and PostFX editors.
- Multiple VRAD upgrades, such as support for Alpha-Tested textures, 4-way blends, and more.
 
Media
Availability
 Tip:The authoring tools for this branch has been released and is available directly from
Tip:The authoring tools for this branch has been released and is available directly from  Black Mesa's
 Black Mesa's 
bms\bin\See also
External links
- Chetan Jag's Blog about XenEngine





































