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BMS - Screenshot 1.jpg

English (en)

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, the Crowbar Collective 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. Besides using Team Fortress 2 engine version as a base, this engine version is also a hybrid of Portal 2 Portal 2 and Left 4 Dead Left 4 Dead engine versions.


  • Engine
    • Entity and Displacement Limit upgraded from 4k to 8k.
    • Backported a lot of optimizations and some entities from Left 4 Dead Left 4 Dead and Portal 2 Portal 2 that Team Fortress 2 Team Fortress 2 doesn't have.
    • Improved AI, whose behavior depends on the current difficulty level (some NPCs also support Main and Assault Behavior Trees from the ai folder).
    • Temp lights were swapped with new deferred lights.
    • Gbuffer that allowed the addition of some modern, difficult-to-make effects.
    • Made from scratch Qt UI with the ability to be customized and add new stuff with no limitations (VGUI can be reenabled with -oldgameui launch parameter).
    • Using Wikipedia icon Fast Approximate Anti-Aliasing (FXAA for short) instead of Wikipedia icon MultiSample Anti-Aliasing (MSAA) for anti-aliasing, which reduces performance and does not work correctly on Xengine's deferred lighting (unlike FXAA).
    • New and extended Post Processor.
    • Native Linux Linux support.
    • Enhanced multiplayer with fixes for the client and server.
    • Dynamic music system.
  • Visuals
    • 4Way blends with support for 4 bumpmaps and tri-planar mapping, enabling all the options from other material shaders.
    • Cascaded Shadow Mapping with PCF-based soft shadows and viewmodel self-shadowing.
    • Parallax Occlusion Mapping.
    • Procedural Moss.
    • Deferred lighting.
    • Dynamic lighting system with PBR-based lighting and speculars.
    • Light cookies for both new point light and new spot light, the last can be animated.
    • Support for up to 2K dynamic lights per scene and all rendering features on secondary render targets (reflection/refraction, monitors, TV screens, etc.)
    • Upgraded flashlight using the new deferred lighting system.
    • Godrays with disk for both the sun and local lights (which also support the "Fancy" godrays type).
    • Screenspace Fog ("Xog"), that can be applied globally or locally using cuboid/ellipsoid volumes.
    • Soft particles.
    • Flowing water.
    • Cinematic lens flares.
    • Upgraded tonemapping with bloom which uses a modified version of the Reinhard filter.
    • Optimized shaders for faster compilation and better runtime performance.
  • Tools


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


Tip.pngTip:The authoring tools for this branch have been released and are available directly from 🖿Black Mesa\bin\.
Note.pngNote:There is no Source SDK for this branch. However, you still can heavily modify the Qt UI via Wikipedia icon QML programming language.

See also

External links