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Source (also referred to as Source 1[1]) is a 3D game engine developed by Valve. It debuted as the successor to GoldSrc in 2004 with the releases of Half-Life: Source, Counter-Strike: Source, and Half-Life 2. Valve used Source in many of their games in the following years, including Team Fortress 2, Counter-Strike: Global Offensive, Dota 2, and the Portal and Left 4 Dead franchises. Other notable third-party games using Source include most games in the Titanfall franchise, Vampire: The Masquerade – Bloodlines, Dear Esther, The Stanley Parable and Garry’s Mod. Valve continues to support several Source games into the present day, and would incrementally release new branches of the engine until it was succeeded by Source 2 in 2015.

History

Source distantly originates from the GoldSrc engine, itself a heavily modified version of John Carmack's Quake engine with some code from the Quake II engine. Carmack commented on his blog in 2004 that "there are still bits of early Quake code in Half-Life 2".[2] Valve employee Erik Johnson explained the engine's nomenclature on the Valve Developer Community:[3]

Tools and resources

Source SDK

Source SDK is the software development kit for the Source engine, and contains many of the tools used by Valve to develop assets for their games. It comes with several command-line programs designed for special functions within the asset pipeline, as well as a few GUI-based programs designed for handling more complex functions. Source SDK was launched as a free standalone toolset through Steam, and required a Source game to be purchased on the same account. Since the release of Left 4 Dead in late 2008, Valve began releasing "Authoring Tools" for individual games, which constitute the same programs adapted for each game's engine build. After Team Fortress 2 became free-to-play, Source SDK was effectively made open to all Steam users. When some Source games were updated to Source 2013, the older Source SDKs were phased out. The three applications mentioned below are now included in the install of each game.[citation needed]

There are three applications packaged in the Source SDK: Hammer Editor, Model Viewer, and Face Poser. The Model Viewer is a program that allows users to view models and can be used for a variety of different purposes, including development. Developers may use the program to view models and their corresponding animations, attachment points, bones, and so on. Face Poser is the tool used to access facial animations and choreography systems. This tool allows one to edit facial expressions, gestures and movements for characters, lip sync speech, and sequence expressions and other acting cues and preview what the scene will look like in the game engine.[31]

Hammer Editor

The Hammer Editor, the engine's official level editor, uses rendering and compiling tools included in the SDK to create maps using the binary space partitioning (BSP) method. Level geometry is created with 3D polygons called brushes; each face can be assigned a texture which also defines the properties of the surface such as the sounds used for footsteps.[32] Faces can also be converted into a displacement allowing for more natural shapes such as hills to be created.

Scenery objects or complex geometry can be imported as separate 3D models from the game directory. These models can also be used as physics objects or interactive props. The editor also features an in-depth logic I/O system that can be used to create complex interactive elements. Signals to trigger different responses or change the state of an entity can be sent between entities such as buttons, NPCs, intangible trigger brushes, and map props.

Source Dedicated Server

The Source Dedicated Server (SRCDS) is a standalone launcher for the Source engine that runs multiplayer game sessions without requiring a client. It can be launched through Windows or Linux and can allow for custom levels and assets. Most third-party servers additionally run Metamod:Source and SourceMod, which together provide a framework on top of SRCDS for custom modification of gameplay on existing titles.[33][34]

Source Filmmaker

Source Filmmaker (SFM) is a 3D animation application that was built from within the Source engine.[35] Developed by Valve, the tool was originally used to create movies for Day of Defeat: Source and Team Fortress 2. It was also used to create some trailers for Source Engine games. SFM was released to the public in 2012.

Destinations Workshop Tools

In June 2016, Valve released the Destinations Workshop Tools, a set of free virtual reality (VR) creation tools running using the Source 2 SDK.[36]

Valve Developer Community

In June 2005, Valve opened the Valve Developer Community wiki. It replaced Valve's static Source SDK documentation with a full MediaWiki-powered community site.[37]

Academic papers

Valve staff have occasionally produced professional and/or academic papers for various events and publications, including SIGGRAPH, Game Developer magazine and Game Developers Conference, explaining various aspects of Source engine's development.[38]

Notable games using Source

List of notable games using Source
Year Title Developer(s) Publisher(s)
2004 Counter-Strike: Source Valve Valve
Half-Life 2
Vampire: The Masquerade – Bloodlines[39] Troika Games Activision
Half-Life 2: Deathmatch Valve Valve
Half-Life: Source
2005 Day of Defeat: Source Valve Valve
Half-Life 2: Lost Coast
2006 Half-Life Deathmatch: Source
Half-Life 2: Episode One
Garry's Mod Facepunch Studios
Sin Episodes: Emergence Ritual Entertainment Ritual Entertainment
Dark Messiah of Might and Magic Arkane Studios Ubisoft
The Ship Outerlight Mindscape (EU), Merscom (NA)
2007 Half-Life 2: Episode Two Valve Valve
Team Fortress 2
Portal
Dystopia Team Dystopia, Puny Human Puny Human
Insurgency: Modern Infantry Combat Insurgency Development Team New World Interactive
2008 Sting: The Secret Operations YNK Korea YNK Interactive
Left 4 Dead Valve Valve
2009 Left 4 Dead 2
Zeno Clash[40] ACE Team Iceberg Interactive, Tripwire Interactive
NeoTokyo Studio Radi-8 NEOTOKYO[41]
2010 Bloody Good Time Outerlight Ubisoft
Vindictus devCAT Nexon
E.Y.E.: Divine Cybermancy Streum On Studio Streum On Studio
Alien Swarm Valve Valve
2011 Portal 2
No More Room in Hell No More Room in Hell Team Lever Games
Nuclear Dawn InterWave Studios Iceberg Interactive
Postal III Trashmasters, Running with Scissors Akella
Dino D-Day 800 North, Digital Ranch 800 North, Digital Ranch
2012 Dear Esther The Chinese Room Curve Digital
Counter-Strike: Global Offensive Valve, Hidden Path Entertainment Valve
Hybrid 5th Cell Microsoft Studios
2013 Tactical Intervention FIX Korea OGPlanet
The Stanley Parable Galactic Cafe Galactic Cafe
Counter-Strike: Online 2 Nexon Nexon
Dota 2[a] Valve Valve
2014 Blade Symphony Puny Human Puny Human
Consortium Interdimensional Games Interdimensional Games
Contagion Monochrome Monochrome
Insurgency New World Interactive New World Interactive
Aperture Tag Aperture Tag Team Aperture Tag Team
Fistful of Frags Fistful of Frags Team Fistful of Frags Team
2015 Portal Stories: Mel Prism Studios Prism Studios
The Beginner's Guide Everything Unlimited Everything Unlimited
2016 Infra Loiste Interactive Loiste Interactive
2017 Day of Infamy New World Interactive New World Interactive
2018 Hunt Down the Freeman Royal Rudius Entertainment Royal Rudius Entertainment
2020 Black Mesa Crowbar Collective Crowbar Collective
G String Eyaura Eyaura
2022 Entropy: Zero 2 Breadmen Breadmen

In addition to the games listed above, Titanfall, Titanfall 2, and Apex Legends use a custom engine derived from Source. It has been significantly modified to the point where Titanfall 2's lead engineer claimed of this engine that "there's not a lot of Source left".[42]

See also

Notes

  1. Ported to Source 2 in 2015

References

  1. "GitHub - ValveSoftware/Source-1-Games: Source 1 based games such as TF2 and Counter-Strike: Source". GitHub. Retrieved January 1, 2026.
  2. "Welcome, Q3 source, Graphics". John Carmack's Blog. December 31, 2004. Archived from the original on May 17, 2006.
  3. Johnson, Erik (September 1, 2005). "Talk:Erik Johnson". Valve Developer Community. Retrieved August 15, 2007.{{cite web}}: CS1 maint: deprecated archival service (link)
  4. Hodgson, David (2004). Half-Life 2: Raising the Bar. Prima Games. ISBN 0-7615-4364-3.
  5. O'Donnell, Ryan (July 19, 2004). "Counter-Strike: Source - Full-Screen E3 2004 Presentation". GameSpy. Archived from the original on March 4, 2016. Retrieved April 20, 2015.
  6. "CS:GO Update 7/24/2018". Retrieved January 3, 2023.
  7. "New Update Breaking New and Old Mods?". PlanetPhillip. Archived from the original on October 21, 2014. Retrieved October 17, 2014.
  8. Valve. Half-Life 2: Lost Coast (PC). Chris Green: The Source engine supports a wide variety of shaders. The refraction shader on the window here requires us to copy the scene to a texture, refract it, and then apply it the window surface. To fully support HDR, every shader in the engine needed to be updated, so this refraction shader was improved to the support the full range of contrast.
  9. "Interview with Gabe Newell". DriverHeaven.net. Archived from the original on June 28, 2009. Retrieved November 21, 2009.
  10. "Valve Week". 1UP.com. Archived from the original on July 13, 2006. Retrieved July 14, 2006.
  11. "Face-to-Face with TF2's Heavy". Steam news. May 14, 2007. Archived from the original on May 8, 2009. Retrieved April 25, 2010.
  12. "Interview: Gabe Newell". PC Zone. September 11, 2006. Archived from the original on March 5, 2012. Retrieved September 20, 2006.
  13. "Dual Core Performance". October 11, 2008. Archived from the original on March 14, 2012. Retrieved December 23, 2008.
  14. Lombardi, Doug (May 13, 2008). "PCGH interview about Left 4 Dead, part 2". Interviewer: Frank Stöwer. Retrieved December 23, 2008.[permanent dead link]
  15. Breckon, Nick (March 18, 2008). "Team Fortress 2 Update Adds Multicore Rendering". Archived from the original on June 16, 2009. Retrieved August 19, 2009.
  16. "Source - Console Support". Valve. Archived from the original on August 13, 2009. Retrieved August 8, 2009.
  17. Yoon, Andrew (October 11, 2007). "Gabe Newell calls PS3 'waste of everybody's time'". Engadget. Archived from the original on July 3, 2015. Retrieved April 20, 2015.
  18. "Portal 2: Pretty Much Every PS3 Question Answered (And That Cake Thing, Too)". Sony Computer Entertainment America. April 14, 2011. Archived from the original on September 2, 2011.
  19. "Valve to Deliver Steam & Source on the Mac". Valve. March 8, 2010. Archived from the original on August 26, 2013. Retrieved March 8, 2010.
  20. "Left 4 Dead 2, Team Fortress 2, Portal and Steam Coming to Mac in April". Kotaku. March 8, 2010. Archived from the original on December 18, 2011. Retrieved March 8, 2010.
  21. "Simple DirectMedia Layer - Homepage". Archived from the original on April 21, 2018. Retrieved April 21, 2015.
  22. "News - Source SDK 2013 Release". Steam. Archived from the original on April 8, 2015. Retrieved April 21, 2015.
  23. "The Greatest PC Games of All-Time – 'Half-Life 2′ and 'Portal' – Now Available on SHIELD". Nvidia. May 12, 2014. Archived from the original on May 13, 2014. Retrieved May 12, 2014.
  24. Kollar, Philip (March 3, 2015). "Valve announces Source 2 engine, free for developers". Polygon. Archived from the original on March 5, 2015. Retrieved March 3, 2015.
  25. Mahardy, Mike (March 3, 2015). "GDC 2015: Valve Announces Source 2 Engine". IGN. Archived from the original on March 4, 2015. Retrieved March 3, 2015.
  26. Migdalskiy, Sergiy (March 2015). "Physics for Game Developers: Physics Optimization Strategies" (PDF). Game Developers Conference. Archived (PDF) from the original on March 4, 2016. Retrieved October 2, 2015.
  27. Martin, Michael (June 13, 2015). "Valve Announces Dota 2 Reborn". IGN. Archived from the original on June 29, 2016. Retrieved July 10, 2016.
  28. Macy, Seth (September 9, 2015). "Dota 2 Now Valve's First Ever Source 2 Game". IGN. Archived from the original on September 10, 2015. Retrieved September 9, 2015.
  29. Livingston, Christopher (June 12, 2015). "Valve announces Dota 2 Reborn, new engine coming". PC Gamer. Archived from the original on June 15, 2015. Retrieved June 13, 2015.
  30. Macy, Seth (September 9, 2015). "Dota 2 Now Valve's First Ever Source 2 Game". IGN. Archived from the original on September 10, 2015. Retrieved September 9, 2015.
  31. "Source Engine Licensing - Information Sheet" (PDF). Valve Corporation. p. 6. Retrieved October 12, 2021.
  32. "Building Crown, part two: layout design, textures, and the Hammer editor". PC Gamer. March 18, 2014. Retrieved September 24, 2021.
  33. "MetaMod:S". Archived from the original on July 1, 2014.
  34. "SourceMod". Archived from the original on June 1, 2014.
  35. "Source Filmmaker". Archived from the original on April 2, 2013. Retrieved March 31, 2013.
  36. Crecente, Brian (June 8, 2016). "Valve rolls out free VR creation tool for new destinations workshop". Polygon. Archived from the original on June 9, 2016. Retrieved June 9, 2016.
  37. Maragos, Nich (June 29, 2005). "Valve Developer Community Wiki Opens". Game Developer. Retrieved July 30, 2022.
  38. "Valve Publications". Archived from the original on May 13, 2021. Retrieved June 6, 2021.
  39. "Vampire: The Masquerade - Bloodlines Designer Diary #3". GameSpot. December 16, 2003. Archived from the original on May 18, 2016. Retrieved January 4, 2015.
  40. "Hieronymus: ACE Team Explain Zeno Clash II". Rock, Paper, Shotgun. June 7, 2012. Archived from the original on April 5, 2015. Retrieved January 4, 2015.
  41. "NEOTOKYO on Steam". Retrieved March 7, 2020.
  42. Dunsmore, Kevin (June 14, 2016). "E3 2016: Respawn Talks Content Variety, Reworked Engine in Titanfall 2". Hardcore Gamer. Retrieved November 24, 2021.

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