Developer(s) | Valve Corporation |
---|---|
Written in | C++ |
Type | Game engine |
License | Proprietary |
Website | www.valvesoftware.com |
/$Goldsrc
and /$Src
. Over the next few years, we used these terms internally as 'Goldsource' and 'Source'. At least initially, the Goldsrc branch of code referred to the codebase that was currently released, and Src referred to the next set of more risky technology that we were working on. When it came down to show Half-Life 2 for the first time at E3, it was part of our internal communication to refer to the 'Source' engine vs. the 'Goldsource' engine, and the name stuck.We have as many people working on our tools as we have working on a single project. So, about twenty to thirty core people.
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.
Oh yeah, we're spending a tremendous amount of time on tools right now. So, our current tools are.. very painful, so we probably are spending more time on tools development now than anything else and when we’re ready to ship those I think everybody's life will get a lot better. Just way too hard to develop content right now, both for ourselves and for third parties so we’re going to make enormously easier and simplify that process a lot.
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