XenEngine
Xengine (also known as XenEngine) is a third-party Source Engine branch using licenced code, created by the Crowbar Collective for Black Mesa. It is a modified version of Source 2013 Multiplayer with additions from Team Fortress 2, whose development was influenced by the limitations of Source. Although initially only Cascade Shadow Mapping was planned, 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's engine version as a base, this engine version is also a hybrid of the Portal 2 engine branch and Left 4 Dead engine branch.
Contents
Features
- Engine
- Entity and Displacement Limit upgraded from 4k to 8k.
- Backported a lot of optimizations and some entities from Left 4 Dead and Portal 2 that 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 allows the addition of some modern, difficult-to-make effects.
- Made from scratch Qt UI with the ability to be customized and add new stuff without limitations (VGUI can be reenabled with
-oldgameui
launch parameter). - Using Fast Approximate Anti-Aliasing (FXAA) instead of MultiSample Anti-Aliasing (MSAA) for anti-aliasing
- MSAA does not work correctly on Xengine's deferred lighting, and is worse for performance.
- New and extended Post Processor.
- Native Linux support.
- Improved DirectX 9.0c shaders
- Enhanced multiplayer with fixes for the client and server.
- Dynamic music system.
- Shader Model 3.
- 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.
- Swaying trees (also in )
- 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
- In-game new lights editor and xog editor.
- Multiple VRAD upgrades, such as support for Alpha-Tested textures, 4-way blends, baked Ambient Occlusion, Real Sky Ambient Light, and more.
- 64-bit shader compiler.
Removed
- DirectX compatibility levels support lower than 9.0 (
dxlevel 90
).
- DirectX compatibility levels support lower than 9.0 (
- The entity was removed because it renders scene twice, making it very expensive.
- Reflections from
func_reflective_glass
.
- Reflections from
- The entity is still available, but the shader is not ported, it shows wireframe instead of reflection.
- The shader is not ported. All the features is available in LightmappedGeneric.
System Requirements
Windows | ||
---|---|---|
Minimum | Recommended | |
Operating system (OS) | 10 | |
Processor (CPU) | 2.6GHz Dual Core Processor or Greater | 3.2GHz Quad Core Processor or Greater |
System memory (RAM) | 6 GB RAM | 8 GB |
Hard disk drive (HDD/SSD) | 30 GB | |
Video card (GPU) | DirectX 9.0 Shader Model 3 capable 2 GB VRAM | DirectX 9.0 Shader Model 3 capable 4 GB VRAM or greater |
Linux | ||
---|---|---|
Minimum | Recommended | |
Operating system (OS) | Ubuntu 14.0+ or other Linux distros | |
Processor (CPU) | 2.6GHz Dual Core Processor or Greater | 3.2GHz Quad Core Processor or Greater |
System memory (RAM) | 4 GB RAM | 6 GB |
Hard disk drive (HDD/SSD) | 30 GB | |
Video card (GPU) | Vulkan 1.3 capable 2 GB VRAM | Vulkan 1.3 capable 3 GB VRAM or greater |
Other | NVIDIA - Does not support the Nouveau display driver | NVIDIA - Does not support the Nouveau display driver |
Media
Availability
Tip:The authoring tools for this branch have been released and are available directly from
Black Mesa\bin\
.Note:There is no source code for this branch. However, you still can heavily modify the Qt UI via QML programming language.
2020
Black Mesa2017
Black Mesa: Black Ops (earlier version)2020
Black Mesa: Azure SheepTBA
Black Mesa: Blue ShiftTBA
Black Mesa: VisionTBA
Escape The Depths
See also
External links
- Chetan Jag's Blog about XenEngine
- Modules QML - half of the documentation for Qt UI. You'll need it if you want to edit Qt UI for your Black Mesa mods.