
- #Source 2 logo code#
- #Source 2 logo windows#
Modular code design (via DLLs) allows swapping out of core components for easy upgrading or code replacement.Graphics performance measurement tools built into the engine.Internal context sensitive performance monitoring system.Easily and quickly derive new entities from existing base classes All code written in C/C++ using Visual Studio.Many widgets/controls (e.g., buttons, treeview, html control…).
#Source 2 logo windows#
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. Players can filter and sort server lists in order to speed up the display and selection of a server.
Server browser - Displays all active game servers and allows a player to choose which one to participate on. Pre-authored distance variant encoded waves. Pre-authored Doppler effect encoded waves. Support for audio streaming on any wave. MP3 decompression (requires Miles license). 16-bit 44KHz, stereo wave data with all features. Automatic DSP based on environmental geometry. 7.1, 5.1 surround sound, 4 speaker surround. Battle AI allows squads of AI characters to operate together, know when to advance, retreat, lay cover fire, etc. AI relationships determine friend/foe status of other entities. AI senses things using sight, sound, and smell. Sophisticated navigation: characters that run, fly, jump, crouch, climb stairs and ladders, and burrow underground. I/O system allows level designers to control AI. Hovercraft support for cheaper simulation. Multiple players in a vehicle in multiplayer. Individually tunable parameters such as horsepower, gearing, max speed, shift speed, tire material, tire friction, spring tension/dampening, etc. Realistic leaning during acceleration/deceleration and turning. Realistic suspensions with springs on each wheel. Ropes/cables, machines, constraint systems, ragdoll physics. AI characters can interact with physically simulated objects. More responsive world with realistic interactions. Layered animation system can synthesize complex animations out of several pieces. Language independent speech, characters can speak naturally in many languages. Simulated musculature provides outstanding emotions, speech, and body language. Proper eye bulge for realistic eye reflections. Focus on player/object, not simply parallel views. Optimizations for high-latency, high-packet-loss 56k connections. Prediction analysis for interpolating collision/hit detection. Support for both LAN-based multiplayer and Internet-based multiplayer games. Time- and gamer-tested by millions of gamers around the world. Materials can interact with objects or NPCs, such as mud or ice for vehicles to slide/lose traction on. This system is much more flexible than other texture-only systems A material specifies how an object will fracture when broken, what it will sound like when broken or dragged across another surface, and what that object's mass and buoyancy are. Instead of traditional textures, Source defines sets of materials that specify what the object is made from and the texture used for that object. DX8-DX9 hardware supported (DX6-DX9 with modifications and fixed-function shaders). Effects include but are not limited to: particles, beams, volumetric smoke, sparks, blood, & environmental effects like fog and rain. Real-time cascaded shadow mapping that comes from the skybox (in all games since ). Subdivision surfaces, diffuse & specular bump maps. Dynamically rendered organics (grass, trees, etc.).
3D Skyboxes extend the horizon and add parallax on distant objects.Occluder entities for visibility blocking.Render-to-texture shadows allow for a large number of characters per scene.Advanced particle systems that can emit sprites or models.Water also supports flow mapping (in all games since ).Water with refraction, real-time world reflections and fresnel effects.Dynamic lights, vertex lighting and lightmaps, many light types including flickering, pulsing etc.
Phong is also supported on world brushes (in all games since ).Cubemapping also supports Anisotropy (in all games since ).Bump mapping and Normal mapping on models and the world.