Pt-br/Source: Difference between revisions
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{{src topicon}} | {{src topicon}} | ||
{{Hierarchy}} | {{Hierarchy}} | ||
<span style="color:white; font-weight: bold;">{{For|about=o motor do jogo|a documentação do source e seu SDK| | <span style="color:white; font-weight: bold;">{{For|about=o motor do jogo|a documentação do source e seu SDK|{{L|SDK|Source SDK Documentation}}|}}</span> | ||
{{Infobox engine | {{Infobox engine | ||
|title = Source | |title = Source | ||
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|image2 = Screenshot-CSS-Source_engine_comparison.jpg | |image2 = Screenshot-CSS-Source_engine_comparison.jpg | ||
|imagetooltip2 = Screenshot do {{css|1}}, usando o motor source. | |imagetooltip2 = Screenshot do {{css|1}}, usando o motor source. | ||
|developer = | |developer = {{L|Valve Corporation}} | ||
|releasedates = 7 de outubro, 2004 | |releasedates = 7 de outubro, 2004 | ||
|codelang = [[WP:C++|C++]] | |codelang = [[WP:C++|C++]] | ||
|sdk = | |sdk = {{L|SDK Docs|Source SDK Documentation}} | ||
|platform = {{Win|1}}, {{Mac|1}}, {{Linux|1}}, {{xbox|1|nt=1}}, {{360|1}}, {{ps3|1}}, {{switch|1}}, {{android|1}}<br><font style="font-size:12px;">'''''Note:''' Apenas jogos Primarios da Valve.''</font><!-- only first-party games --> | |platform = {{Win|1}}, {{Mac|1}}, {{Linux|1}}, {{xbox|1|nt=1}}, {{360|1}}, {{ps3|1}}, {{switch|1}}, {{android|1}}<br><font style="font-size:12px;">'''''Note:''' Apenas jogos Primarios da Valve.''</font><!-- only first-party games --> | ||
|sysreq = | |sysreq = | ||
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|nextengine = {{Src2|4.1}} | |nextengine = {{Src2|4.1}} | ||
}} | }} | ||
[[File:Screenshot-CSGO-Source_engine_comparison.jpg|340px|thumb|right|Screenshot dentro do {{csgo|1}}, usando a | [[File:Screenshot-CSGO-Source_engine_comparison.jpg|340px|thumb|right|Screenshot dentro do {{csgo|1}}, usando a {{L|Counter-Strike: Global Offensive engine branch|ultima versão}} do Motor Source da Valve.]] | ||
[[File:Apex Legends - Screenshot 5.jpg|340px|thumb|right|Screenshot promocional do {{apex|1}}, que roda em uma versão | [[File:Apex Legends - Screenshot 5.jpg|340px|thumb|right|Screenshot promocional do {{apex|1}}, que roda em uma versão {{L|Titanfall engine branch|pesadamente modificada}} do Source Engine, tendo DirectX (Direct3D) 11, modelos detalhados e gráficos melhores, limite maior do motor aumentado, permitido com que mapas sejam maiores.]] | ||
{{src|4}} É um motor gráfico 3D criado pela {{Valve|1}} em 2004, e é o sucessor da {{gldsrc|3.1}}. O Motor {{src|1}} é bem conhecido pelo seus avanços em física, IA, e gráficos que fizeram jogos realistas para seu tempo, ao mesmo tempo em que é escalável em versões mais antigas, hardware menos potente. Um jogo, {{hl2|1}}, ganhou vários prêmios por seus gráficos, que foram possíveis graças a Source. {{src|name}} foi usada pela | {{src|4}} É um motor gráfico 3D criado pela {{Valve|1}} em 2004, e é o sucessor da {{gldsrc|3.1}}. O Motor {{src|1}} é bem conhecido pelo seus avanços em física, IA, e gráficos que fizeram jogos realistas para seu tempo, ao mesmo tempo em que é escalável em versões mais antigas, hardware menos potente. Um jogo, {{hl2|1}}, ganhou vários prêmios por seus gráficos, que foram possíveis graças a Source. {{src|name}} foi usada pela {{L|Valve}}, [[#Third-Party|corporações de terceiros]], e (muito parecido com a GoldSrc) incontáveis {{L|Modification|mods}} feitos pelas pessoas das comunidades ao redor do globo, com pelo menos 100 jogos desenvolvidos na Source. O motor que tem varias {{LCategory|Source_engine_branches|extensões}}, cada com uma nova função adicionada e improvisando as capacidades gráficas. | ||
Apesar do Motor Source já estar na casa dos 20 anos, e já sendo ultrapassado pelo {{source2|4.1}} sendo utilizado como motor principal partir de 2015, ela esta a ser usada comumente ate os dias de hoje por modders e algumas corporações de terceiros pelo fato da Source 2 não ter tantos documentos explicativos e era raramente licenciada para desenvolvedores de terceiros comparado a Source, e ainda sendo mantida ate hoje com atualizações regulares de segurança e ate mesmo para o próprio motor. | Apesar do Motor Source já estar na casa dos 20 anos, e já sendo ultrapassado pelo {{source2|4.1}} sendo utilizado como motor principal partir de 2015, ela esta a ser usada comumente ate os dias de hoje por modders e algumas corporações de terceiros pelo fato da Source 2 não ter tantos documentos explicativos e era raramente licenciada para desenvolvedores de terceiros comparado a Source, e ainda sendo mantida ate hoje com atualizações regulares de segurança e ate mesmo para o próprio motor. | ||
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Lista de recursos e capacidades para o motor {{src|4.1}}. Alguns recursos novos listados aqui podem não se aplicar para segmentos antecessores ou superiores da Source, ou jogos/ramificações de terceiros. | Lista de recursos e capacidades para o motor {{src|4.1}}. Alguns recursos novos listados aqui podem não se aplicar para segmentos antecessores ou superiores da Source, ou jogos/ramificações de terceiros. | ||
Para uma lista de Ramificações da Source (incluindo jogos de terceiros) com seus recursos específicos próprios, {{ | Para uma lista de Ramificações da Source (incluindo jogos de terceiros) com seus recursos específicos próprios, {{LCategory|Engine branches|veja esta pagina de categoria}}. | ||
=== | ==={{LCategory|Programming|Renderização}}=== | ||
* Suporta modelos 2.0 e 3.0 do {{L|Shader}}. | * Suporta modelos 2.0 e 3.0 do {{L|Shader}}. | ||
** Alguns jogos de terceiros podem suportar Modelo Shader 5.0 e superior utilizando o Direct3D 11 ou superior, como {{tfbranch|3.1}} e {{stratabranch|3.1}}. | ** Alguns jogos de terceiros podem suportar Modelo Shader 5.0 e superior utilizando o Direct3D 11 ou superior, como {{tfbranch|3.1}} e {{stratabranch|3.1}}. | ||
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* Suporte para pipelines de renderização tanto forward quanto {{L|deferred lighting|deferred}}. | * Suporte para pipelines de renderização tanto forward quanto {{L|deferred lighting|deferred}}. | ||
** Renderização Deferred é uma técnica de renderização que permite jogos a renderizar muitas luzes com baixo impacto na performance. Renderização Deferred são utilizadas casualmente na maioria dos títulos modernos. | ** Renderização Deferred é uma técnica de renderização que permite jogos a renderizar muitas luzes com baixo impacto na performance. Renderização Deferred são utilizadas casualmente na maioria dos títulos modernos. | ||
* [[Wikipedia:Bump mapping|Bump mapping]] e | * [[Wikipedia:Bump mapping|Bump mapping]] e {{L|w:Normalmapping|Normal mapping}} em modelos do mundo | ||
* Autor | * Autor {{L|shader}}s com {{L|HLSL}} | ||
* Cubo e mapeamento de ambiente | * Cubo e mapeamento de ambiente | ||
** Cubemapping também suporta Anisotropia {{L|csgo|desde}} | ** Cubemapping também suporta Anisotropia {{L|csgo|desde}} | ||
* | * {{L|$phong|Phong}} sombreamento para modelos | ||
** Phong é também suportado em world brushes {{csgo|since}}{{mb|also}} | ** Phong é também suportado em world brushes {{csgo|since}}{{mb|also}} | ||
* Luzes dinâmicas, luzes vertex e | * Luzes dinâmicas, luzes vertex e {{L|lightmap}}s, vários tipos de luzes incluindo flickering, pulsing etc. | ||
* {{L|HDR}} {{since|{{src06}}}} e luzes LDR (SDR) | * {{L|HDR}} {{since|{{src06}}}} e luzes LDR (SDR) | ||
** LDR é obsoleto desde {{l4dbranch|2}}. Isto não se aplica a alguns jogos como os lançamentos originais de {{dota2|1}}, por exemplo. | ** LDR é obsoleto desde {{l4dbranch|2}}. Isto não se aplica a alguns jogos como os lançamentos originais de {{dota2|1}}, por exemplo. | ||
* Água com refração, reflexões em tempo real e efeitos fresnel. | * Água com refração, reflexões em tempo real e efeitos fresnel. | ||
** Água também suporta | ** Água também suporta {{L|Water (shader)#Special behaviour|flow mapping}} {{l4dbranch|since}} | ||
* | * {{LCategory|Particle System|Sistema de Partículas Avançadas}} que pode emitir {{L|sprite}}s ou {{L|model}}s | ||
* Sombras de | * Sombras de {{L|Dynamic RTT shadow angles in Source 2007|Renderização-para-textura}} permitem para uma quantidade maior de caractereis por cena {{l4dbranch|desde}} {{mb|also|addtext={{xe}}}} | ||
* | * {{L|Func occluder|Occluder entities}} for visibility blocking | ||
* Indoor/Outdoor environments | * Indoor/Outdoor environments | ||
** Deformable terrain | ** Deformable terrain | ||
** | ** {{L|3D Skybox}}es extend the horizon and add parallax on distant objects | ||
** Dynamically rendered organics (grass, trees, etc.) | ** Dynamically rendered organics (grass, trees, etc.) | ||
** | **{{L|$treeSway|Swaying trees}} {{l4dbranch|since}} {{also|{{tf2}}{{xe}}{{gmod}}{{mapbase}}}} | ||
* Subdivision surfaces, diffuse & specular bump maps | * Subdivision surfaces, diffuse & specular bump maps | ||
* Real-time radiosity lighting | * Real-time radiosity lighting | ||
* Real-time | * Real-time {{L|env_cascade_light|Cascaded Shadow Mapping}} that comes from the skybox {{csgo|since}} {{asd|also|addtext={{lw}}{{xe}}}} | ||
* 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 | ||
* | * {{L|Screen Space Ambient Occlusion (SSAO)|Screen Space Ambient Occlusion}} (SSAO) {{only|{{sfm}} {{dota2|nt=1}}}} | ||
** A technique for efficiently approximating the ambient occlusion effect in real time. | ** A technique for efficiently approximating the ambient occlusion effect in real time. | ||
* Widescreen display support | * Widescreen display support | ||
** {{Source|name}} is one of the earliest game engines to support Widescreen monitors natively (16:9 and 16:10 aspect ratio) without stretching the image, while most games from that era are usually designed for 4:3/5:4 displays only.<br> Games such as {{hl2|1}} support widescreen display at launch back in 2004, with horizontal FOV (field of view), allow you to see more details. | ** {{Source|name}} is one of the earliest game engines to support Widescreen monitors natively (16:9 and 16:10 aspect ratio) without stretching the image, while most games from that era are usually designed for 4:3/5:4 displays only.<br> Games such as {{hl2|1}} support widescreen display at launch back in 2004, with horizontal FOV (field of view), allow you to see more details. | ||
* | * {{L|Physically Based Rendering|Physically Based Rendering}} {{strata|only|addtext={{tfbranch}}{{rr}}{{hdtf}}{{p2d}}}} | ||
* | * {{L|Parallax mapping|Parallax Occlusion Mapping}}{{xe|only|addtext={{strata}}}} | ||
* Support various graphics API (Direct3D, OpenGL, Vulkan) | * Support various graphics API (Direct3D, OpenGL, Vulkan) | ||
* Direct3D versions | * Direct3D versions | ||
** | ** {{L|DirectX Versions#DirectX_9|Direct3D 9}} | ||
*** '''DirectX compatibility levels for older graphics cards:''' | *** '''DirectX compatibility levels for older graphics cards:''' | ||
*** DirectX 7.0 (Source 2004/2006 or | *** DirectX 7.0 (Source 2004/2006 or {{L|RTX Remix}} games only) | ||
*** DirectX 8.0 ({{code|dxlevel 80}} fixed-function shaders) | *** DirectX 8.0 ({{code|dxlevel 80}} fixed-function shaders) | ||
*** DirectX 8.1 ({{code|dxlevel 81}} same as above, with smooth shadows) | *** DirectX 8.1 ({{code|dxlevel 81}} same as above, with smooth shadows) | ||
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*** DirectX 9.0+ ({{code|dxlevel 95}}) | *** DirectX 9.0+ ({{code|dxlevel 95}}) | ||
*** {{Note|DirectX compatibility levels are no longer supported since {{l4dbranch|1}}.<br>Also, regardless which {{code|dxlevel}} was set to, all Source games will always run on Direct3D 9.}} | *** {{Note|DirectX compatibility levels are no longer supported since {{l4dbranch|1}}.<br>Also, regardless which {{code|dxlevel}} was set to, all Source games will always run on Direct3D 9.}} | ||
** | ** {{L|DirectX Versions#D3D9Ex|Direct3D 9Ex}} {{src13|since}} {{also|{{csgo}}}} - DX9 Windows Aero extensions, requires {{Win7|3.1|nt=Vista}} or later. User can enable/disable in Video Settings - Advanced (Windows Aero extensions), or through {{code|-disable_d3d9ex}} {{csgo|only}}. | ||
** | ** {{L|DirectX Versions#DirectX_11|Direct3D 11}} {{tfbranch|only|addtext={{strata}}{{Vindictus}}}} | ||
** | ** {{L|DirectX Versions#DirectX_12|Direct3D 12}} {{Apex|only}} | ||
**{{Note| | **{{Note|{{L|DirectX Versions|Direct3D 9}} can be forced by the launch option {{code|-dx9}}, if it was forced by commands such as {{code|-gamepadui}}, which enables both the {{L|Gamepad UI in mods|Gamepad UI}} and Vulkan renderer unless combined with {{code|-dx9}}}} | ||
* | * {{L|OpenGL}}{{src09|since|addtext= /{{srcmp}}}} which is another graphics API used in Source games on {{mac|1}} and {{Linux|1}}. | ||
**{{code|dxlevel 92}} is the | **{{code|dxlevel 92}} is the {{L|OpenGL}} equivalent to DirectX 9 Shader Model 3 (D3D9.0c) | ||
* | *{{L|Vulkan}} graphics API {{hl2|only|addtext={{portal}}{{rr}}{{l4d2}}{{portal2}}{{csgo}}}} | ||
** A successor to OpenGL, Vulkan can be used to workaround various graphical issues such as the Portal 2's | ** A successor to OpenGL, Vulkan can be used to workaround various graphical issues such as the Portal 2's {{L|Env_projectedtexture|projected textures}}, which does not render properly on newer graphics drivers (both NVIDIA and AMD). Enable Vulkan using {{code|-vulkan}} {{L|command line argument|launch options}}. | ||
{{note|{{csgo|2}} has Vulkan support only on {{Linux|1}}}} | {{note|{{csgo|2}} has Vulkan support only on {{Linux|1}}}} | ||
{{note|Source allows up to 8 | {{note|Source allows up to 8 {{L|LOD Models}}, although it does not have automatic {{L|w:Level of detail (computer graphics)|level of detail}} out of box. Manual LoD is supported, however.}} | ||
{{warning|{{csgo|2}} currently does not support level of detail. | {{warning|{{csgo|2}} currently does not support level of detail. {{L|$lod}} will be ignored, but the model will still work. Try to avoid using this command in {{csgo}}.}} | ||
=== | ==={{LCategory|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 | * 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 | * Materials can interact with objects or {{L|NPC}}s, such as mud or ice for vehicles to slide/lose traction on | ||
=== | ==={{L|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 {{L|wikipedia: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 | ||
=== | ==={{LCategory|Modeling|Advanced Characters}}=== | ||
* Detailed and believable characters | * Detailed and believable characters | ||
* Realistic | * Realistic {{L|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 | ||
* Simulated musculature provides outstanding emotions, speech, and body language | * Simulated musculature provides outstanding emotions, speech, and body language | ||
* | * {{LCategory|Choreography|Language independent speech}}, characters can speak naturally in many languages | ||
* Skeletal/bone system for animation | * Skeletal/bone system for animation | ||
* Layered animation system can synthesize complex animations out of several pieces | * Layered animation system can synthesize complex animations out of several pieces | ||
=== | ==={{LCategory|Physics|Physics}}=== | ||
* Uses | * Uses {{L|Havok}} physics engine, licensed from Havok Group (now acquired by {{L|w:Microsoft|Microsoft}}) | ||
* 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, {{L|w: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 | ||
=== | ==={{LCategory|AI|Advanced AI}}=== | ||
* | * {{L|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 | * Sophisticated navigation: characters that run, fly, jump, crouch, climb stairs and ladders, and burrow underground | ||
* AI senses things using sight, sound, and smell | * AI senses things using sight, sound, and smell | ||
* | * {{L|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. | * Battle AI allows squads of AI characters to operate together, know when to advance, retreat, lay cover fire, etc. | ||
=== | ==={{LCategory|Sound System|Sound System}}=== | ||
* 7.1, 5.1 surround sound, 4 speaker surround | * 7.1, 5.1 surround sound, 4 speaker surround | ||
:{{bug|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|1}}, {{apex|1}} as they used newer version of Miles Sound System.}} | :{{bug|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|1}}, {{apex|1}} as they used newer version of Miles Sound System.}} | ||
:{{note|Some or newer Source games (such as {{as|1}}, {{portal2|1}} and {{csgo|1}}) may not include options to enable 7.1 surround sound without using console commands.}} | :{{note|Some or newer Source games (such as {{as|1}}, {{portal2|1}} and {{csgo|1}}) may not include options to enable 7.1 surround sound without using console commands.}} | ||
* High-quality 3D spatialization | * High-quality 3D spatialization | ||
* Custom software | * Custom software {{L|DSP}} | ||
* Automatic DSP based on environmental geometry | * Automatic DSP based on environmental geometry | ||
* Microsoft ADPCM-compressed | * Microsoft ADPCM-compressed {{L|WAV}} files | ||
* 16-bit 44.1 KHz (CD Quality), stereo wave data with all features | * 16-bit 44.1 KHz (CD Quality), stereo wave data with all features | ||
: {{Note|Source does ''not'' support 48 KHz audio (DVD Quality) by default.}} | : {{Note|Source does ''not'' support 48 KHz audio (DVD Quality) by default.}} | ||
* | * {{L|MP3}} decompression (requires [http://www.radgametools.com/miles.htm Miles] license) | ||
* Support for audio streaming on any wave {{clarify}} | * Support for audio streaming on any wave {{clarify}} | ||
* Real-time wave file stitching {{clarify}} | * Real-time wave file stitching {{clarify}} | ||
* Pre-authored Doppler effect encoded waves | * Pre-authored Doppler effect encoded waves | ||
* Pre-authored distance variant encoded waves | * Pre-authored distance variant encoded waves | ||
* | * {{L|Commentary System|Commentary system}} | ||
=== | ==={{LCategory|VGUI|UI}}=== | ||
<div style="float:right">[[File:Ep2_menu.jpg|340px|thumb|Screenshot of {{hl2ep2|1}} main menu, which is rendered using VGUI, with '''New Game''', '''Options''', and '''Achievements''' window opened.]] | <div style="float:right">[[File:Ep2_menu.jpg|340px|thumb|Screenshot of {{hl2ep2|1}} main menu, which is rendered using VGUI, with '''New Game''', '''Options''', and '''Achievements''' window opened.]] | ||
[[File:HL2_GamepadUI_menu.png|340px|thumb|Screenshot of VGUI's Gamepad UI used in some {{src13|1}} games after 2022. This UI was enabled by default when playing on {{deck|1}}.]] | [[File:HL2_GamepadUI_menu.png|340px|thumb|Screenshot of VGUI's Gamepad UI used in some {{src13|1}} games after 2022. This UI was enabled by default when playing on {{deck|1}}.]] | ||
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</div> | </div> | ||
* '''Server browser''' — Displays all active game servers and allows a player to choose which one to participate in. Players can filter and sort server lists 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 in. Players can filter and sort server lists to speed up the display and selection of a server. | ||
* ''' | * '''{{LCategory|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 | ** Dynamic in-game {{L|HUD Elements|HUD}} display | ||
** Many | ** Many {{L|wikipedia:Graphical widget|widgets}}/controls (e.g., buttons, treeview, html control…) | ||
** Themes/custom visualization allowed | ** Themes/custom visualization allowed | ||
** Platform independent | ** Platform independent | ||
** Localized text (Unicode compliant) | ** Localized text (Unicode compliant) | ||
** ''' | ** '''{{L|Gamepad UI in mods|Gamepad UI}}''' <!-- TODO: Create a page about Gamepad UI in general --> ({{src13|4.1}} version) — Since the release of {{hl2|3.1}} (and its episodes) as well as {{portal|3.1}} updates in 2022, Valve have added a modern UI which is designed for consoles and handhelds like {{steamdeck|2}}. With the new Gamepad UI, it was more scalable across any resolution (including 4K and higher), unlike the regular VGUI (which, the higher the resolution, the text and UI will become smaller). This UI can be also enabled manually by using {{code|-gamepadui}} {{L|command line argument}} (which will also enable {{L|Vulkan}} renderer that may not work on some older GPUs unless {{code|-dx9}} is used in combination of {{code|-gamepadui}}). | ||
* '''Scaleform''' (''officially called '''Scaleform GFx''''') — Introduced with {{csgobranch|1}} at launch until 2018, this is a vector graphics rendering engine used to display {{flash|1}}-based UI and HUD for games. | * '''Scaleform''' (''officially called '''Scaleform GFx''''') — Introduced with {{csgobranch|1}} at launch until 2018, this is a vector graphics rendering engine used to display {{flash|1}}-based UI and HUD for games. | ||
* ''' | * '''{{L|Panorama}}''' {{csgo|since}} — Introduced in 2018, replacing Scaleform, Valve's new Custom GUI interface that resembles modern web design and authoring (HTML5/CSS/JS). Using <code>[[WP:XML|.XML]]</code> and JavaScript files, developers can create dynamic and clean HUDs and menus and even high-quality in-game intractable panels. | ||
{{clr}} | {{clr}} | ||
=== | ==={{LCategory|Programming|Programming}}=== | ||
* Source natively support various CPU architectures, such as x86 (PC and 8th, 9th-gen Consoles), ARM ({{Android|2}}, {{Switch|2}}), PowerPC ({{360|2}}, {{ps3|2}}), and more, with both 32 and | * Source natively support various CPU architectures, such as x86 (PC and 8th, 9th-gen Consoles), ARM ({{Android|2}}, {{Switch|2}}), PowerPC ({{360|2}}, {{ps3|2}}), and more, with both 32 and {{L|w:64-bit|64-bit}}. | ||
** Support for | ** Support for {{L|w:64-bit|64-bit}} architecture will allow Source to handle more than 2-4GB<!-- 32-bit exe without LAA will be limited to 2GB by default --> of RAM limit. | ||
** Historically, {{hl2|3.1}} had a | ** Historically, {{hl2|3.1}} had a {{L|w:64-bit|64-bit}} update in 2005, but it was later removed for unknown reasons. {{Csgo|3.1|nt=CS:GO}} later received an {{L|w:64-bit|64-bit}} update in 2016 for Mac and Linux systems. On April 19, 2024, {{Tf2|3.1}} was upgraded to {{L|w:64-bit|64-bit}} on Windows and Linux. | ||
* All code written in C/C++ using | * All code written in C/C++ using {{L|Visual Studio}} .NET 2003 and later. Easily and quickly derive new entities from existing base classes | ||
** | ** {{L|Source SDK 2013}} code, by default, can be compiled on Visual Studio 2013 only. See {{L|Compiling under VS2022}} if you want to compile Source 2013 with newer versions of Visual Studio. | ||
** Linux version are compiled using | ** Linux version are compiled using {{L|Compiler_choices#GCC|GNU Compiler Collection}}. | ||
* 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 | ||
* | * {{L|VScript}} scripting system allows using external coding languages, such as Squirrel and Lua, in maps to create more complex systems {{l4d2|since}} {{tf2|also|addtext={{mb}}}} | ||
=== | ==={{LCategory|Tools|Tools}}=== | ||
<div style="float:right">[[File:Hammer screen.jpg|thumb|340px|Screenshot of one of the Source SDK tools, {{hammer|3.1|nt=1}}, a WYSIWYG map editor.]] | <div style="float:right">[[File:Hammer screen.jpg|thumb|340px|Screenshot of one of the Source SDK tools, {{hammer|3.1|nt=1}}, a WYSIWYG map editor.]] | ||
</div> | </div> | ||
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* {{hammer|2|nt=1}} | * {{hammer|2|nt=1}} | ||
** WYSIWYG World editor | ** WYSIWYG World editor | ||
** Create | ** Create {{L|Brush|world brushes}} | ||
** | ** {{L|Displacement|Terrain editor}} | ||
** Place | ** Place {{L|Prop|detailed world models}} and {{L|NPC|AI NPCs}} | ||
** Set | ** Set {{L|Navmesh|navigation points/paths}} for NPCs | ||
** Place | ** Place {{L|Tool textures (Source)|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 | ||
* {{hlmv|2|nt=1}} | * {{hlmv|2|nt=1}} | ||
** Full | ** Full {{L|model}} previewer | ||
** Rotate models in any direction | ** Rotate models in any direction | ||
** Set up hit boxes | ** Set up hit boxes | ||
Line 207: | Line 207: | ||
** View normals | ** View normals | ||
** Wireframe, shaded or textured view modes | ** Wireframe, shaded or textured view modes | ||
* | * {{L|Studiomdl}} | ||
** Model compiler | ** Model compiler | ||
* | * {{L|VBSP}}, {{L|VRAD}}, {{L|VVIS}}, {{L|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 | ||
** | ** {{LCategory|XSI|XSI}}, Max and Maya <code>.smd</code> exporters for exporting 3D models | ||
== Branches == | == Branches == | ||
*For the list of Source engine branches (including third-party branches), see | *For the list of Source engine branches (including third-party branches), see {{L|List of Source engine branches}}. | ||
==Products using Source {{Table tools|Source_games}}==<!-- DO NOT remove the underscore on this template, as it would break the edit, purge, etc... button completely --> | ==Products using Source {{Table tools|Source_games}}==<!-- DO NOT remove the underscore on this template, as it would break the edit, purge, etc... button completely --> | ||
Line 230: | Line 230: | ||
<!-- To edit the list, please go to "Template:Source games", or go back to previous page and click on the [edit] button on the year itself. List of games prior to 2020s are located in separate pages due to wiki limitations and to avoid long load times.--> | <!-- To edit the list, please go to "Template:Source games", or go back to previous page and click on the [edit] button on the year itself. List of games prior to 2020s are located in separate pages due to wiki limitations and to avoid long load times.--> | ||
{{Expand|title=2004 - 2019|noborder=1| | {{Expand|title=2004 - 2019|noborder=1| | ||
* To see the list of third-party Source games from 2004 to 2019, check the | * To see the list of third-party Source games from 2004 to 2019, check the {{L|List of third-party Source games}} page for more information. | ||
}} | }} | ||
{{Expand|title=2020 - present ([[Template:Source games/2020s|edit]])|noborder=1|startcollapsed=0| | {{Expand|title=2020 - present ([[Template:Source games/2020s|edit]])|noborder=1|startcollapsed=0| | ||
Line 241: | Line 241: | ||
{{Source games/unreleased}} | {{Source games/unreleased}} | ||
}} | }} | ||
{{LCategory|Third Party Source Engine Games|More Third-party Source Engine games}} | |||
* | * {{LCategory|Source mods|More Source mods}} | ||
==See also== | ==See also== | ||
* [[Wikipedia:Source (game engine)]] | * [[Wikipedia:Source (game engine)]] | ||
* | * {{L|Source Engine Features}} | ||
* | * {{L|Source SDK}} | ||
* | * {{L|SDK Docs|Source SDK Documentation}} | ||
* | * {{L|Source SDK 2013}} | ||
==External links== | ==External links== | ||
* [https://web.archive.org/web/20110724220714/http://source.valvesoftware.com/ Official Website] (archived) - Official website about the Source engine | * [https://web.archive.org/web/20110724220714/http://source.valvesoftware.com/ Official Website] (archived) - Official website about the Source engine | ||
{{todo|How relevant and current these guides are? Keep links to current manuals instead of all at appropriate places. Use | {{todo|How relevant and current these guides are? Keep links to current manuals instead of all at appropriate places. Use {{LSpecial|LinkSearch}} for this.}} | ||
* Source Engine Tutorials https://www.sourcemodding.com/tutorials/source | * Source Engine Tutorials https://www.sourcemodding.com/tutorials/source | ||
* Tutorials for Source Engine https://gamebanana.com/tuts/games/35 | * Tutorials for Source Engine https://gamebanana.com/tuts/games/35 | ||
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{{Branch-navbox|nocat=1}} | {{Branch-navbox|nocat=1}} | ||
{{ACategory|Game engines}} | |||
{{ACategory|Valve}} | |||
{{ACategory|Glossary}} |
Revision as of 10:03, 17 October 2024

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Note: Apenas jogos Primarios da Valve.




Source É um motor gráfico 3D criado pela Valve em 2004, e é o sucessor da GoldSrc. O Motor Source é bem conhecido pelo seus avanços em física, IA, e gráficos que fizeram jogos realistas para seu tempo, ao mesmo tempo em que é escalável em versões mais antigas, hardware menos potente. Um jogo, Half-Life 2, ganhou vários prêmios por seus gráficos, que foram possíveis graças a Source. Source foi usada pela Valve , corporações de terceiros, e (muito parecido com a GoldSrc) incontáveis mods feitos pelas pessoas das comunidades ao redor do globo, com pelo menos 100 jogos desenvolvidos na Source. O motor que tem varias extensões , cada com uma nova função adicionada e improvisando as capacidades gráficas.
Apesar do Motor Source já estar na casa dos 20 anos, e já sendo ultrapassado pelo Source 2 sendo utilizado como motor principal partir de 2015, ela esta a ser usada comumente ate os dias de hoje por modders e algumas corporações de terceiros pelo fato da Source 2 não ter tantos documentos explicativos e era raramente licenciada para desenvolvedores de terceiros comparado a Source, e ainda sendo mantida ate hoje com atualizações regulares de segurança e ate mesmo para o próprio motor.

Recursos
Lista de recursos e capacidades para o motor Source. Alguns recursos novos listados aqui podem não se aplicar para segmentos antecessores ou superiores da Source, ou jogos/ramificações de terceiros.
Para uma lista de Ramificações da Source (incluindo jogos de terceiros) com seus recursos específicos próprios, veja esta pagina de categoria .
Renderização
- Suporta modelos 2.0 e 3.0 do Shader .
- Alguns jogos de terceiros podem suportar Modelo Shader 5.0 e superior utilizando o Direct3D 11 ou superior, como Titanfall branch e Strata Source.
- Suporte a antisserrilhamento (MSAA, FXAA, MLAA, TAA, etc.)
- Veja a pagina do antisserrilhamento para mais informações, e vários métodos com recursos e desvantagens com vários métodos antisserrilhamento.
- Mais opções de filtragem de Textura e opções anisotrópicas.
- Filtros Anisotrópicos permitindo texturas em varias distancias deixando ás finas e menos borradas.
- Comparado ao GoldSrc (anterior a 2013) funções como filtragem de textura trilinear e bilinear, Source fornece mais opções de filtragem de textura, indo de bilinear, trilinear, anisotrópico 2x ate 16x.
- Suporte para pipelines de renderização tanto forward quanto deferred .
- Renderização Deferred é uma técnica de renderização que permite jogos a renderizar muitas luzes com baixo impacto na performance. Renderização Deferred são utilizadas casualmente na maioria dos títulos modernos.
- Bump mapping e Normal mapping em modelos do mundo
- Autor shader s com HLSL
- Cubo e mapeamento de ambiente
- Cubemapping também suporta Anisotropia desde
- Phong sombreamento para modelos
- Luzes dinâmicas, luzes vertex e lightmap s, vários tipos de luzes incluindo flickering, pulsing etc.
- HDR (em todos os jogos desde
) e luzes LDR (SDR)
- LDR é obsoleto desde
Left 4 Dead engine branch. Isto não se aplica a alguns jogos como os lançamentos originais de Dota 2, por exemplo.
- LDR é obsoleto desde
- Água com refração, reflexões em tempo real e efeitos fresnel.
- Água também suporta flow mapping (em todos os jogos desde
)
- Água também suporta flow mapping (em todos os jogos desde
- Sistema de Partículas Avançadas que pode emitir sprite s ou model s
- Sombras de Renderização-para-textura permitem para uma quantidade maior de caractereis por cena
(também em
)
- 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.)
- Swaying trees (em todos os jogos desde
) (também em
)
- Subdivision surfaces, diffuse & specular bump maps
- Real-time radiosity lighting
- Real-time Cascaded Shadow Mapping that comes from the skybox (em todos os jogos desde
) (também em
)
- Effects include but are not limited to: particles, beams, volumetric smoke, sparks, blood, & environmental effects like fog and rain
- Scalability
- Screen Space Ambient Occlusion (SSAO) (apenas em
)
- A technique for efficiently approximating the ambient occlusion effect in real time.
- Widescreen display support
- Source is one of the earliest game engines to support Widescreen monitors natively (16:9 and 16:10 aspect ratio) without stretching the image, while most games from that era are usually designed for 4:3/5:4 displays only.
Games such as Half-Life 2 support widescreen display at launch back in 2004, with horizontal FOV (field of view), allow you to see more details.
- Source is one of the earliest game engines to support Widescreen monitors natively (16:9 and 16:10 aspect ratio) without stretching the image, while most games from that era are usually designed for 4:3/5:4 displays only.
- Physically Based Rendering (apenas em
)
- Parallax Occlusion Mapping(apenas em
)
- Support various graphics API (Direct3D, OpenGL, Vulkan)
- Direct3D versions
- Direct3D 9
- DirectX compatibility levels for older graphics cards:
- DirectX 7.0 (Source 2004/2006 or RTX Remix games only)
- DirectX 8.0 (dxlevel 80 fixed-function shaders)
- DirectX 8.1 (dxlevel 81 same as above, with smooth shadows)
- DirectX 9.0 (dxlevel 90)
- DirectX 9.0+ (dxlevel 95)
Notar:DirectX compatibility levels are no longer supported since Left 4 Dead engine branch.
Also, regardless which dxlevel was set to, all Source games will always run on Direct3D 9.
- Direct3D 9Ex (em todos os jogos desde
) (também em
) - DX9 Windows Aero extensions, requires Vista or later. User can enable/disable in Video Settings - Advanced (Windows Aero extensions), or through -disable_d3d9ex (apenas em
).
- Direct3D 11 (apenas em
)
- Direct3D 12 (apenas em
)
Notar:Direct3D 9 can be forced by the launch option -dx9, if it was forced by commands such as -gamepadui, which enables both the Gamepad UI and Vulkan renderer unless combined with -dx9
- Direct3D 9
- OpenGL(em todos os jogos desde
/
) which is another graphics API used in Source games on macOS and Linux.
- dxlevel 92 is the OpenGL equivalent to DirectX 9 Shader Model 3 (D3D9.0c)
- Vulkan graphics API (apenas em
)
- A successor to OpenGL, Vulkan can be used to workaround various graphical issues such as the Portal 2's projected textures , which does not render properly on newer graphics drivers (both NVIDIA and AMD). Enable Vulkan using -vulkan launch options .






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
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
Erro: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 dsound.dll (such as Creative Alchemy, DSOAL or IndirectSound). This issue is not affected by some third-party games, such as Titanfall 2, Apex Legends as they used newer version of Miles Sound System. [todo tested in ?]
Notar:Some or newer 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
Notar:Source does not support 48 KHz audio (DVD Quality) by default.
- 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 in. Players can filter and sort server lists 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:
- Dynamic in-game HUD display
- Many widgets /controls (e.g., buttons, treeview, html control…)
- Themes/custom visualization allowed
- Platform independent
- Localized text (Unicode compliant)
- Gamepad UI (
Source 2013 version) — Since the release of Half-Life 2 (and its episodes) as well as Portal updates in 2022, Valve have added a modern UI which is designed for consoles and handhelds like
Steam Deck. With the new Gamepad UI, it was more scalable across any resolution (including 4K and higher), unlike the regular VGUI (which, the higher the resolution, the text and UI will become smaller). This UI can be also enabled manually by using -gamepadui command line argument (which will also enable Vulkan renderer that may not work on some older GPUs unless -dx9 is used in combination of -gamepadui).
- Scaleform (officially called Scaleform GFx) — Introduced with CS:GO engine branch at launch until 2018, this is a vector graphics rendering engine used to display Adobe Flash-based UI and HUD for games.
- Panorama (em todos os jogos desde
) — Introduced in 2018, replacing Scaleform, 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
- Source natively support various CPU architectures, such as x86 (PC and 8th, 9th-gen Consoles), ARM (
Android,
Nintendo Switch), PowerPC (
Xbox 360,
PlayStation 3), and more, with both 32 and 64-bit .
- Support for 64-bit architecture will allow Source to handle more than 2-4GB of RAM limit.
- Historically, Half-Life 2 had a 64-bit update in 2005, but it was later removed for unknown reasons. CS:GO later received an 64-bit update in 2016 for Mac and Linux systems. On April 19, 2024, Team Fortress 2 was upgraded to 64-bit on Windows and Linux.
- All code written in C/C++ using Visual Studio .NET 2003 and later. Easily and quickly derive new entities from existing base classes
- Source SDK 2013 code, by default, can be compiled on Visual Studio 2013 only. See Compiling under VS2022 if you want to compile Source 2013 with newer versions of Visual Studio.
- Linux version are compiled using GNU Compiler Collection .
- 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 (em todos os jogos desde
) (também em
)
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
Branches
- For the list of Source engine branches (including third-party branches), see List of Source engine branches .
Products using Source 



This is the list of games that uses the Source engine.
Products made by Valve
Release date | Title | Co-developed with | Engine branch | Platforms | Notes |
---|---|---|---|---|---|
7 out. 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 set. 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 out. 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 mai. 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 out. 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 ![]() ![]() |
![]() |
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 ![]() |
|||
![]() |
![]() ![]() ![]() ![]() |
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. |
||
17 nov. 2008 | ![]() |
Turtle Rock Studios (under Valve South) |
![]() |
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 | ![]() |
![]() |
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. |
|
19 jul. 2010 | ![]() |
![]() |
PC: Windows | A co-op alien shooter, which was a remake of the Unreal Tournament 2004 mod with the same name. It succeeded the ![]() |
|
18 abr. 2011 | ![]() |
![]() |
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 ![]() |
|
21 ago. 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 | ![]() |
![]() |
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
|
|
In development (Unreleased)
This section are for unreleased third-party games and tools that have been announced, and it is currently in development, not publicly released, is in Beta/Early Access, or planned to be released.
|
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
- Official Website (archived) - Official website about the Source engine
- 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.