Source

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Template:Translate in progress:es Template:Hierarchy:es Source Source es un motor de videojuego creado por Valve como el sucesor de GoldSrc GoldSrc. Source se usa por Valve, empresas del tercero y incontables mods de comunidad en todo el mundo.

Captura en juego de Counter-Strike: Source Counter-Strike: Source, que usa el motor Source.
Captura en juego de Counter-Strike: Global Offensive Counter-Strike: Global Offensive, que usa una rama de Source más nueva.

Prestador

  • Sombreadores de Versión 3.0 (y debajo)
  • Mapeado topológico y mapeado normal en modelos y el mundo
  • Escribir sombreadores por HLSL English
  • Mapeado de cubo y ambiente
    • Mapeado de cubo también es compatible con anisotropía (en todos juegos desde Counter-Strike: Global Offensive)
  • Sombreado de phong para modelos
    • Sólidos también son compatibles con phong (en todos juegos desde Counter-Strike: Global Offensive)
  • Luces dinámicos, iluminación por vértice y mapa de luz; muchos tipos de luz incluyendo parpadeante, latiendo etcétera
  • Iluminación de alto rango dinámico y bajo rango dinámico
  • Agua con refracción, reflecciones en tiempo real y efetos de fresnel
  • Sistema de particulos avanzada que puede emitir Sprites English o modelos
  • Sombras de prestar-a-textura permiten muchos personajes por escena
  • Entidades occluder English para bloquear visibilidad
  • Entornos de interior/exterior
    • Terreno deformable
    • 3D Skyboxes extenden el horizonte y añaden paralaje en objetos distantes
    • Orgánicos prestados dinámicamente (hierbas, arboles, etc.)
  • Superficies de subdivisión, mapeado topológico difuso y especular
  • Iluminación con radiosidad en tiempo real
  • Sombramapeado caido en cascada que se emita del Skybox (en todos juegos desde Counter-Strike: Global Offensive)
  • Efectos incluyen pero no se limitan a: partículos, rayos, humo volumétrico, chispas, sangre y efetos ambiente como niebla y lluvia
  • Adaptabilidad
    • Compatible con hardware DX8-DX9 (DX6-DX9 con modificaciones y sombreadores de función fija)

Sistema de Materiales

  • En lugar de texturas tradicionales, Source delimita conjuntos de materiales que especifican de que un objeto es y la textura usada para ese objeto. Una material especifica como un objeto va a fracturar cuando rompa, como sona cuando rompa o se arrastre a través de otra superficie y su masa y flotabilidad. Esta sistema es mucho más flexible que otras sistemas basadas solamente en texturas.
  • Materiales pueden interactuar con objetos o NPCs, por ejemplo lodo o hielo para vehiculos perder tracción en

Código de Red Multijugador

  • Probado por tiempo y millones de jugadores en todo el mundo
  • Compatibilidad con juegos multijugadores basado en [[W:es:Red de área local|LAN] o internet
  • Análisis de predicción para interpolar detección de colisión/blanco
  • Optimizaciones para conecciones 56k con alta latencia y perdida de paquete

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 naturally speak in many languages
  • Skeletal/bone system for animation
  • Layered animation system can synthesize complex animations out of several pieces

Physics

  • 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 allowing 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
  • High-quality 3D spatialization
  • Custom software DSP
  • Automatic DSP based on environmental geometry
  • ADPCM decompression
  • 16-bit 44KHz, stereo wave data with all features
  • MP3 decompression (requires Miles license)
  • Support for audio streaming on any wave
  • Real-time wave file stitching
  • 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:
    • Dynamic in-game HUD display
    • Many widgets/controls (i.e. buttons, treeview, html control, ...)
    • Themes/custom visualization allowed
    • Platform independent
    • Localized texts (Unicode compliant)

Programming

  • All code written in C/C++ using Visual Studio .NET 2003. 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
  • DX9 shaders all written in HLSL
  • VScript scripting system allows using external coding languages such as Squirrel and Lua in maps to create more complex systems (en todos juegos desde Left 4 Dead 2)

Tools

  • Faceposer
    • 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
  • Model Viewer
    • Full model previewer
    • Rotate models in any direction
    • Setup 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

Games On Source

Valve

Games made by Valve.

Third-Party

Games and mods made by third-party companies and mod teams.

See also