XenEngine: Difference between revisions

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(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).)
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{{Xe|4}} (also known as {{xe|1|nt=1}}) is a third-party {{Source|4|nt=1}} branch using licenced code. It is a modified version of the {{src13mp|4}} engine branch with {{tf2|4}} additions, whose development was influenced by the limitations of the {{src|1|nt=1}}. 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 {{wiki|deferred lighting|icon=hide}}.
{{Xe|4}} (also known as {{xe|1|nt=1}}) is a third-party {{Source|4|nt=1}} branch using licenced code. It is a modified version of the {{src13mp|4}} engine branch with {{tf2|4}} additions, whose development was influenced by the limitations of the {{src|1|nt=1}}. 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 {{wiki|deferred lighting|icon=hide}}.The first game that introduced this engine was {{bms|4}} in 2020.


== Features ==
== Features ==

Revision as of 06:24, 23 February 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.The first game that introduced this engine was Black Mesa Black Mesa in 2020.

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.
    • Wikipedia icon 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

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 has been released and is available directly from Black Mesa Black Mesa's 🖿bms\bin\

See also

External links