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ENGINE LICENSING information sheet

01 INTRODUCTION

The Source™ engine technology, the same used scripted events featured in previous generations to power Half-Life® 2, is now available for of games, and open the door for the creation of license by third party developers. Source completely new styles of play. provides major enhancements in several key areas including character animation, advanced Source contains robust networking code, AI, real-world physics, and shader-based providing support for 32-player LAN and rendering. Internet games, and includes a complete toolset for design, character animation, demo Source's animation system brings expressive creation, and more. characters to life with an unlimited palette of facial expressions that allow them to convey a message without having to say a word. In Pricing addition, these characters possess the industry's Source offers the most advanced features, tools, most advanced artificial intelligence, making and support at extremely competitively prices. them extremely capable allies and foes. Discussed under NDA.

These characters populate beautifully rendered For more information, please contact and physically simulated worlds. Next [email protected]. generation applications will require the use of a physics simulation to provide realistic and responsive environments. This will allow developers to break from authoring the pre-

Water refraction, High-Dynamic Range lighting, and advanced AI greatly enhance visual fidelity and believeability in Source.

02 SOURCE™ ENGINE FEATURES

RENDERER  Occluder entities for visibility MATERIALS SYSTEM  Version 2.0b (and below) DirectX blocking  Instead of traditional textures, shaders, bump mapping, LOD on  Indoor/Outdoor environments Source defines sets of materials models and world that specify what the object is made · Deformable terrain from and the texture used for that  Author shaders with HLSL · 3D skyboxes extend the horizon object. A material specifies how an  Cube and environment mapping and add parallax on distant object will fracture, sound when objects  Dynamic lights, vertex lighting and dragged across another surface or · Dynamically rendered organics light maps, many light types broken, as well as the object’s mass (grass, trees etc) including flickering, pulsing etc. and buoyancy. This system is much  High-Dynamic Range lighting  Subdivision surfaces, diffuse & more flexible than other texture specular bump maps  Water with refraction and fresnel only based systems. effects  Real-time radiosity lighting  Materials can also interact with  Advanced particle system that can  Effects include but are not limited objects or NPCs. For instance, mud emit sprites or models to: particles, beams, volumetric or ice can make sounds and cause smoke, sparks, blood, environmental vehicles to slide/lose traction. Projected shadows allow for a large  effects like fog and rain number of characters per scene  Scalability  Intelligent graphics caching system · Dx6-Dx9 hardware supported

BUMPMAPPING DISPLACEMENT MAPS WITH VOLUMETRIC BUMPMAPPING EFFECTS

MONITORS + STATIC CAMERAS PROPS

REFLECTION + DETAIL REFRACTION PROPS PARTICLE SYSTEM

Source enables DX9 shaders written in HLSL Create expansive and highly-detailed outdoor environments.

03 SOURCETM ENGINE FEATURES (Cont’d)

Players and non-player characters are physically simulated, and possess the ability to interact with objects and vehicles.

MULTIPLAYER  Simulated musculature provides  Can be controlled by level design NETWORK CODE outstanding emotions, speech and  Kinematic animated bone followers body language  Time and gamer tested by millions  Custom procedural physics controllers of gamers around the world  Language independent speech,  Vehicles  Support for both LAN based characters can naturally speak in · Wheels slip and skid multiplayer and Internet based many languages multiplayer games  Skeletal/bone system for animation · Realistic suspensions  Prediction analysis for  Layered animation system can · Tunable parameters: interpolating collision/hit detection synthesize complex animations out Horsepower, gearing, max speed, shift speed, tire material,  Optimizations for high-latency, of several pieces tire friction, spring high-packet loss 56k connections tension/dampening, etc. PHYSICS  More responsive world with · Multiple players in a vehicle realistic interactions · Hovercraft ADVANCED CHARACTERS  Detailed and believable characters  Sounds & graphics follow from provide intelligent player physics interaction  AI characters can interact with  Realistic eyes physically simulated objects · Focus on player/object, not  World-class machines, constraint simply parallel views systems and ragdoll physics · Proper eye "bulge" for realistic  Ropes and cables move realistically eye reflections when bumped or hit by an object

04 SOURCETM ENGINE FEATURES (Cont’d)

Source’s advanced AI create intelligent, life-like characters. Source includes a powerful suite of sound technologies.

ADVANCED AI SOUND UI  Graphical entity placement allows  5.1 surround sound, 4 speaker  Server browser - Displays all active level designers to quickly control surround game servers and allows a player to the interactive gaming environment.  High-quality 3D spatialization choose which one to participate on. Players can filter and sort server  Sophisticated navigation:  Custom software DSP characters that run, fly, jump, lists in order to speed up the display  Automatic DSP based on crouch, climb stairs and ladders, and selection of a server. environmental geometry and burrow underground  Friends instant messenger - Allows  ADPCM decompression  Senses things using sight, sound, players to message each other both smell  16-bit 44KHz, stereo wave data in and out of the game as well as with all features join friends in existing games. No  Determines relationships such as more confusion about what server friend/foe status of other entities  MP3 decompression (requires Miles license) your friends are on, you can easily  Battle capabilities allow squads of join with this feature. AI characters to operate together,  Support for audio streaming on any  VGUI - Valve's custom GUI know when to advance, retreat, lay wave interface mimics most window cover fire, etc.  Real-time wave file stitching controls but is rendered using the  Provides for intelligent character  Pre-authored Doppler effect Source engine for both in-game and interaction during non-combat encoded waves out-of-game user interface scenes.  Pre-authored distance variant uniformity. It is platform encoded waves independent and is Unicode compliant.

05 SOURCETM ENGINE FEATURES (Cont’d)

Build and preview new worlds within the Valve Hammer Editor ®. Faceposer allows you to direct each actor in every scene.

PROGRAMMING TOOLS lighting  All code written in C/C++ using  Faceposer · Rotate models in any direction Visual Studio 7.1. Easily and · Facial expression tool used to · Setup hit boxes quickly derive new entities from craft speech and emotions existing base classes. · View physics hull  Valve Hammer Editor®  Internal context sensitive · View normals · WYSIWYG World editor performance monitoring system · Wireframe, shaded or textured · Create world brushes  Graphics performance measurement view modes tools built into the engine · Terrain editor  Studiomdl  Modular code design (via DLL's) · Place detailed world models and · Model compiler AI NPCs allows swapping out of core  Vbsp, Vrad, Vvis, VMPI components for easy upgrading or · Set navigation points/paths for · Map compilation tools (bsp, code replacement NPCs lighting and visibility)  Dx9 shaders all written in High · Place triggers, clip brushes, · VMPI - distributed compilation Level Shading Language (HLSL). logic etc. tool allowing level compiles to  Allows custom HLSL shaders · Allows level designer to hook up be spread across many pc's I/O between entities to control greatly reducing compile times AI within the game  Exporters · Includes real-time lighting · XSI, Max and Maya .smd  Half-Life® Model Viewer exporters for exporting 3D · Full model previewer with models

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