Source engine being used to make a feature length film.
194 replies, posted
[QUOTE=MaxOfS2D;36285434]Lately, Valve's definition of "modularity" has been "shoving as much middleware as possible in the engine"
Which I'm pretty sure is why we don't have public engine builds / source code anymore[/QUOTE]
Well Source has always had middleware, and that middleware has and always will be implemented in the engine dll and tucked away in module dlls. So I don't see why this would be any different. Dota 2 has Scaleform.
Scaleform itself is in a DLL, same with Havok, Bink and etc. The only things you have access to in the public SDK would be the header files which on their own are useless to anyone looking to steal said middlewares. Valve are probably just waiting until Half-Life 3 to release an SDK - just like in the past where they only ever release code for Half-Life games.
[editline]11th June 2012[/editline]
[QUOTE=Kopimi;36282020]how does that make Source one of the "best engines" out there? it took them ten years to achieve a level of technical detail that was possible 5+ years ago. and how is source any more "modular" than any other engine? people always say this without anything to back it up and i'm legitimately curious as to whether or not anyone has some technical details that show why and how Source is so "modular". it seems like the only evidence of Source's "versatility" is the fact that Valve has chosen to continue upgrading an old, outdated engine rather than create a new one. you could do the same with any other engine but most people don't because they'd rather start fresh and be 100% "up to date" instead[/QUOTE]
Source is a fucking mess, but at least everything is properly set up to make modding easier. The code itself pretty much conforms to a standard but a lot of things are done in extremely long winded / hacky ways.
[QUOTE=No Party Hats;36280080]Holy shit this thread, hell not even this thread, the entire gaming COMMUNITY.
Like some people don't understand that Source is quite honestly one of the best engines out there and will probably be around for the next decade or maybe more. Valve built it with Modularity (probably not the word for it but still) in mind. They can just add on more and more, get rid of the crap they don't need, and viola, have an engine build that can create a perfectly good modern game.
Look at Half Life one, that's GoldSrc, which is the old version of Source. They're the same engine. Now look at CS:Go, or even the "Meet The Team" series. Those are both done in Source, which is by extension, GoldSrc.
GoldSrc was over a [I]decade[/I] ago.
just food for thought[/QUOTE]
Sorry for busting your party hat but.. Gldsrc while has similarities in general, it has nothing to do with source, they're totally different engines
[QUOTE=DrBreen;36286306]Sorry for busting your party hat but.. Gldsrc while has similarities in general, it has nothing to do with source, they're totally different engines[/QUOTE]
Actually, if I'm not mistaken, source has some of the goldsrc player movement code in it.
[QUOTE=A_Pigeon;36289034]Actually, if I'm not mistaken, source has some of the goldsrc player movement code in it.[/QUOTE]
yeah, there's stuff left behind. like the ladder climbing glitch to climb faster, even in left 4 dead it's still around (although i think they left it in on purpose)
[QUOTE=A_Pigeon;36289034]Actually, if I'm not mistaken, source has some of the goldsrc player movement code in it.[/QUOTE]
Most quake / unreal based engines (AKA pretty much every engine in major use) uses much simpler / older player movement code.
aka legacy code
Not that you need any more for most games, as all a player is is a cylinder or capsule. With exception of some more uh physics based games like max payne 3
[QUOTE=AceOfDivine;36298656]aka legacy code
Not that you need any more for most games, as all a player is is a cylinder or capsule. With exception of some more uh physics based games like max payne 3[/QUOTE]
Very few games use physics code for the player, for quite valid reasons.
[url=https://developer.valvesoftware.com/wiki/Vphysics_&_Qphysics]Source SDK community has a pretty good page on it.[/url]
[QUOTE=glitchvid;36298698]Very few games use physics code for the player, for quite valid reasons.
[url=https://developer.valvesoftware.com/wiki/Vphysics_&_Qphysics]Source SDK community has a pretty good page on it.[/url][/QUOTE]
huh? players still have "physics code" they're just represented by basic primitives like cylinders or rectangular prisms instead of having their physics objects being vertex defined
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[QUOTE=Kopimi;36298746]huh? players still have "physics code" they're just represented by basic primitives like cylinders or rectangular prisms instead of having their physics objects being vertex defined[/QUOTE]
They use simple "Qphysics"; not fully blown physics simulation.
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