How old is source engine




















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All trademarks are property of their respective owners in the US and other countries. VAT included in all prices where applicable. Where Unreal and idTech used to sport similar features, the kind of tools that made constructing and reworking arenas frictionless disappeared with Source, and have only really started to make a comeback with Source made it really easy to create mods that looked 'professional', without really having to get knee-deep in learning game development.

The Source Engine feels like a snapshot of a singular moment in so many ways. As mentioned, it's a transition between old and new design sensibilities. For the cynical, it's a reminder of the time Valve actually made games. Its modding scene is a throwback to an internet that hadn't yet been consolidated around a handful of websites, a thousand pre-Twitter forums gravitating around their own mods and servers, creating worlds based on their own sensibilities. Source let modders become developers, with the folks behind the biggest mods now among the more beloved indie darlings.

Through machinima and Source Filmmaker, Source let amateurs become animators. Valve has moved on, and is now fully invested in Source 2. The engine behind Half-Life: Alyx and Artifact is every bit as capable as its predecessor. Maybe even more so. Verification needed. Subnautica - Again, unsure if this was on Source at any point during development. Last edited by Lord Bork ; 19 Sep, pm. Showing 1 - 15 of 17 comments. Genti View Profile View Posts.

Last edited by Genti ; 20 Nov, pm. Originally posted by wuddih :. Stenz View Profile View Posts. You forghot The Hidden.

There is no timeframe for its release, as implementing such a system on the potentially infinite variations of PC hardware setups in use supposedly poses serious performance problems see Stutter section. However, this has not interfered with successful implementations of large-scale streaming in other modern engines on all platforms. Although Valve has explicitly stated that the Source engine has been built internally from the ground up, rumors and myths persist that it is instead merely derived from the original Quake codebase via Valve's GoldSrc offshoot.

The primary reasons for this are the manner in which the engine uses similar development interfaces to GoldSrc to aid transitioning developers , and John Carmack's comment on his blog that "there are still bits of early Quake code in Half-Life 2", [20] expanded through hearsay to be a confirmation that large swathes of code are identical, when no such conclusion can be drawn from the statement.

There remains no solid proof that Source is derived from the GoldSrc codebase — and indeed, given the fact that the code leak did not produce any such claims it can only be assumed that no incriminating evidence was to be found.

However, it is known that Source was developed part-by-part, slowly replacing the GoldSrc engine in Valve's internal projects. The Source Engine uses a caching system, whereby the loading of certain resources is handled and managed on the fly, rather than in a single operation behind a traditional loading screen. Texture and sound data are the primary areas in which this occurs. Textures are loaded into memory but only moved to the system's video card when needed and audio files are loaded with an unusual "soundcache" system: only the first 0.

Both systems keep data in the heap until there is no more room and older resources are flushed out, and when either is held up or otherwise slowed down the engine will either freeze or go into a temporary loop until the data arrives.

While stutter can be caused by poor system performance, it has also been noted on hardware setups that should be more than powerful enough to cope with the data rate, and despite many theories, the precise cause remains unknown to the public even over two years since the engine's debut.

Most solutions that have been found involve bypassing the caching system, as it cannot be directly disabled, or system-specific optimizations e. When Half-Life 2 was first released and stuttering became a widely-known problem, community member Mark McWilliams set up a page covering the issue and Valve's communication and work on resolving it.

More recently February 7, , changes to the Source engine were introduced alongside a beta test of Steam's Friends chat service, with the aim of 'narrowing down' the problem. Generally, the response was very positive. In a recent Source game, Left 4 Dead 2, this has been resolved. Instead of stuttering, the sounds will simply just stop.

The Source Engine suffers from an error whereby the asynchronous loading see Stutter, above of a new sound file will cause the engine to lock up with looping audio. Because of the nature of DirectX, once the engine enters such a state it will remain on the screen unless the user can blindly terminate the program, or reboot their computer.

The error occurs in a standard Windows library associated with on-board sound cards, and in some cases can be resolved by decreasing DirectSound Acceleration. Reports of looping audio crashes increased around the release of Episode One. While it is likely that the spike was simply because there was an unusually high number of people playing the game, changes to the engine, of which there were many for the game, cannot be ruled out.

It has been noted that people who have been able to play Half-Life 2 without any crashes and audio errors, in fact, do find Episode 1 to be more prone to that problem. A steampowered. Within a matter of days, Valve reported that "the number of useful articles [had] nearly doubled". These new articles covered the previously undocumented Counter-Strike: Source bot added by the bot's author, Mike Booth and Half-Life 2 AI, source control for Source engine mods, and more.

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