Hr/Source

je pogon za 3D igre koji je stvorio 2004. godine, te je nasljednik . pogon je dobro poznat po svom napretku u fizici, umjetnoj inteligenciji i grafici koji je igre učinio realističnima za svoje vrijeme, dok su bile skalabilne na starijem, manje moćnom hardveru. Jedna igra, , zaradio je nekoliko nagrada za svoju grafiku, što je omogućio Source. koristio je , poduzeća trećih strana, i (slično kao GoldSrc) bezbrojna zajednica ljudi diljem svijeta, s najmanje 100 igara razvijenih na Sourceu. Motor također ima , svaki s dodanim novim značajkama i poboljšanim grafičkim mogućnostima.
Unatoč tome što je Source pogon star gotovo 20 godina, te ga je od 2015. godine zamijenio pogon za korištenje prve strane, modderi i neke treće strane ga još uvijek često koriste zbog nedostatka neke Source 2 dokumentacije i rijetko je bio licenciran programerima trećih strana u usporedbi s Sourceom, a još uvijek se redovito održava s motorom i sigurnosnim ažuriranjima.
== Značajke ==
Popis značajki i mogućnosti pogona . Neke nove značajke navedene ovdje možda se neće odnositi na prethodne ili kasnije izvorne grane ili igre/granu trećih strana.
Za popis Source grana (uključujući igre trećih strana) s njihovim posebnim novim značajkama, .
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* Podržava model 2.0 do 3.0
** Neke igre trećih strana također mogu podržati Shader Model 5.0 i novije pomoću Direct3D 11 i novijih, kao i .
* Anti-aliasing podrška (MSAA, FXAA, MLAA, TAA, etc.)
** Pogledajte Anti-aliasing stranicu za više informacija, značajke i nedostatke s različitim metodama anti-aliasinga.
* Više opcija za filtriranje anizotropije i teksture
** Anizotropno filtriranje omogućuje da teksture na velikoj udaljenosti izgledaju oštrije i manje mutno.
** U usporedbi s GoldSrcom (prije 2013.) koji je sadržavao samo Bilinearno ili Trilinearno filtriranje teksture, ima više opcija za filtriranje teksture, u rasponu od Bilinearnog, Trilinearnog, 2x anizotropnog do 16x.
* Bump mapping i Normal mapping na modelima i svijetu
* Autor shadera s HLSL
* Mapiranje kocke i okoline
** Cubemapping također podržava anizotropiju 
* Phong sjenčanje za modele
** Phong je također podržan na svjetskim kistovima 
* Dinamička svjetla, osvjetljenje vrhova i lightmap, mnoge vrste svjetla uključujući treptanje, pulsiranje itd.
* HDR i LDR (SDR) osvjetljenje
** LDR je zastario od . Ovo se ne odnosi na neke igre kao što je originalno izdanje , na primjer.
* Voda s lomom, odrazima svijeta u stvarnom vremenu i fresnel efektima
** Voda također podržava mapiranje toka 
* Napredni sustavi čestica koji mogu emitirati sprite ili modeli
* Render-to-texture jene dopuštaju veliki broj znakova po sceni 
* Entiteti okludera za blokiranje vidljivosti
* Unutarnje/Vanjsko okruženje
** Deformabilan teren
** 3D Skyboxovi proširuju horizont i dodaju paralaksu udaljenim objektima
** Dinamički prikazani organski elementi (trava, drveće itd.)
**Stabla koja se njišu 
* Površine podjele, difuzne i zrcalne mape neravnina
* Radiosvjetljenje u stvarnom vremenu
* Kaskadno mapiranje sjena u stvarnom vremenu koje dolazi iz skyboxa 
* Učinci uključuju, ali nisu ograničeni na: čestice, zrake, volumenski dim, iskre, krv i učinke na okoliš poput magle i kiše
* Skalabilnost
* Okluzija ambijentalnog prostora zaslona (SSAO) 
** Tehnika za učinkovitu aproksimaciju učinka ambijentalne okluzije u stvarnom vremenu.
* Podrška za široki zaslon
** je jedan od najranijih pokretača igara koji nativno podržava Widescreen monitore (omjer širine i visine 16:9 i 16:10) bez rastezanja slike, dok je većina igara iz tog doba obično dizajnirana samo za 4:3/5:4 zaslone. igre kao što je podržavaju široki zaslon pri lansiranju 2004., s horizontalnim FOV (vidnim poljem), što vam omogućuje da vidite više detalja.
* Fizički utemeljeno renderiranje 
* Mapiranje okluzije paralakse
* Podržava različite grafičke API-je (Direct3D, OpenGL, Vulkan)
* Direct3D verzije
** Direct3D 9
*** Razine kompatibilnosti s DirectX-om za starije grafičke kartice:
*** DirectX 7.0 (Source 2004/2006 ili samo RTX Remix igre)
*** DirectX 8.0 ( shaderi s fiksnom funkcijom)
*** DirectX 8.1 ( isto kao gore, s glatkim sjenama)
*** DirectX 9.0 ()
*** DirectX 9.0+ ()
*** 
** Direct3D 9Ex - DX9 Windows Aero proširenja, zahtijeva ili noviju verziju. Korisnik može omogućiti/onemogućiti u Video postavkama - Napredno (Windows Aero proširenja) ili putem .
** Direct3D 11 
** Direct3D 12 
**
* OpenGL koji je još jedan grafički API koji se koristi u Source igrama na i .
** je OpenGL ekvivalent DirectX 9 Shader Model 3 (D3D9.0c)
*Vulkan grafički API 
** Nasljednik OpenGL-a, Vulkan se može koristiti za rješavanje raznih grafičkih problema kao što su projicirane teksture na Portalu 2, koje se ne prikazuju ispravno na novijim grafičkim upravljačkim programima (i NVIDIA i AMD). Omogućite Vulkan koristeći opcije pokretanja.
===Materials System===
* Instead of traditional textures, Source defines sets of materials that specify what the object is made from and the texture used for that object. 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. This system is much more flexible than other texture-only systems
* Materials can interact with objects or NPCs, such as mud or ice for vehicles to slide/lose traction on
===Multiplayer Network Code===
* Time- and gamer-tested by millions of gamers around the world
* Support for both LAN-based multiplayer and Internet-based multiplayer games
* Prediction analysis for interpolating collision/hit detection
* Optimizations for high-latency, high-packet-loss 56k connections
===Advanced Characters===
* Detailed and believable characters
* Realistic eyes
** Focus on player/object, not simply parallel views
** Proper eye bulge for realistic eye reflections
* Simulated musculature provides outstanding emotions, speech, and body language
* Language independent speech, characters can speak naturally in many languages
* Skeletal/bone system for animation
* Layered animation system can synthesize complex animations out of several pieces
===Physics===
* Uses Havok physics engine, licensed from Havok Group (now acquired by Microsoft)
* More responsive world with realistic interactions
* Sounds & graphics follow from physics
* AI characters can interact with physically simulated objects
* Ropes/cables, machines, constraint systems, ragdoll physics
* Can be controlled by level design
* Kinematic animated bone followers
* Custom procedural physics controllers
* Vehicles
** Wheels slip and skid
** Realistic suspensions with springs on each wheel
** Realistic leaning during acceleration/deceleration and turning
** Individually tunable parameters such as horsepower, gearing, max speed, shift speed, tire material, tire friction, spring tension/dampening, etc.
** Multiple players in a vehicle in multiplayer
** Hovercraft support for cheaper simulation
===Advanced AI===
* I/O system allows level designers to control AI
* Sophisticated navigation: characters that run, fly, jump, crouch, climb stairs and ladders, and burrow underground
* AI senses things using sight, sound, and smell
* AI relationships determine friend/foe status of other entities
* Battle AI allows squads of AI characters to operate together, know when to advance, retreat, lay cover fire, etc.
===Sound System===
* 7.1, 5.1 surround sound, 4 speaker surround
:
:
* High-quality 3D spatialization
* Custom software DSP
* Automatic DSP based on environmental geometry
* Microsoft ADPCM-compressed WAV files
* 16-bit 44.1 KHz (CD Quality), stereo wave data with all features
: 
* MP3 decompression (requires Miles license)
* Support for audio streaming on any wave 
* Real-time wave file stitching 
* Pre-authored Doppler effect encoded waves
* Pre-authored distance variant encoded waves
* Commentary system
===UI===
* Server browser — Displays all active game servers and allows a player to choose which one to participate in. Players can filter and sort server lists to speed up the display and selection of a server.
* 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. Some features:
** Dynamic in-game HUD display
** Many widgets/controls (e.g., buttons, treeview, html control…)
** Themes/custom visualization allowed
** Platform independent
** Localized text (Unicode compliant)
** Gamepad UI ( version) — Since the release of (and its episodes) as well as updates in 2022, Valve have added a modern UI which is designed for consoles and handhelds like . With the new Gamepad UI, it was more scalable across any resolution (including 4K and higher), unlike the regular VGUI (which, the higher the resolution, the text and UI will become smaller). This UI can be also enabled manually by using command line argument (which will also enable Vulkan renderer that may not work on some older GPUs unless is used in combination of ).
* Scaleform (officially called Scaleform GFx) — Introduced with at launch until 2018, this is a vector graphics rendering engine used to display -based UI and HUD for games.
* Panorama — Introduced in 2018, replacing Scaleform, Valve's new Custom GUI interface that resembles modern web design and authoring (HTML5/CSS/JS). Using .XML and JavaScript files, developers can create dynamic and clean HUDs and menus and even high-quality in-game intractable panels.
===Programming===
* Source natively support various CPU architectures, such as x86 (PC and 8th, 9th-gen Consoles), ARM (, ), PowerPC (, ), and more, with both 32 and 64-bit.
** Support for 64-bit architecture will allow Source to handle more than 2-4GB of RAM limit.
** Historically, had a 64-bit update in 2005, but it was later removed for unknown reasons. later received an 64-bit update in 2016 for Mac and Linux systems. On April 19, 2024, was upgraded to 64-bit on Windows and Linux.
* All code written in C/C++ using Visual Studio .NET 2003 and later. Easily and quickly derive new entities from existing base classes
** Source SDK 2013 code, by default, can be compiled on Visual Studio 2013 only. See Compiling under VS2022 if you want to compile Source 2013 with newer versions of Visual Studio.
** Linux version are compiled using GNU Compiler Collection.
* Internal context sensitive performance monitoring system
* Graphics performance measurement tools built into the engine
* Modular code design (via DLLs) allows swapping out of core components for easy upgrading or code replacement
* VScript scripting system allows using external coding languages, such as Squirrel and Lua, in maps to create more complex systems 
===Tools===
* 
** Facial expression tool used to craft speech and emotions
* 
** WYSIWYG World editor
** Create world brushes
** Terrain editor
** Place detailed world models and AI NPCs
** Set navigation points/paths for NPCs
** Place triggers, clip brushes, logic, etc.
** Allows level designer to hook up I/O between entities to control AI within the game
* 
** Full model previewer
** Rotate models in any direction
** Set up hit boxes
** View physics hull
** View normals
** Wireframe, shaded or textured view modes
* Studiomdl
** Model compiler
* VBSP, VRAD, VVIS, VMPI
** Map compilation tools (bsp, lighting and visibility)
** VMPI — distributed compilation tool allowing level compiles to be spread across many PCs greatly reducing compile times
* Exporters
** XSI, Max and Maya .smd exporters for exporting 3D models
== Branches ==
The Source engine has multiple branches, each of them adds new features and changes. The latest version is , which has two sub-branches: Singleplayer and Multiplayer, the Multiplayer branch has additional features not available on Singleplayer sub-branch. Games such as to also introduces many newer features and graphical improvements. Both and engine code are publicly available.
Some third-party games may also have their own engine branches, with many new features that are not available with any official Source branch.
*For the list of Source engine branches (including third-party branches), see List of Source engine branches.
==Proizvodi koji koriste Source == 
Ovo je popis igara koje koriste pogon .
===Proizvodi koje proizvodi Valve===
Kliknite ovdje za uređivanje ovog popisa.
===Treća strana===
Igre, alati i modifikacije koje su izradile tvrtke treće strane i timovi modifikacija.
====Released====
====U razvoju (neobjavljeno)====
Ovaj odjeljak je za neobjavljene igre i alate trećih strana koji su najavljeni i trenutno su u razvoju, nisu javno objavljeni, u Beta/Early Accessu su ili se planiraju objaviti.
Više igara Source Engine treće strane
* Više Source modova
==Vidi također==
* Wikipedia:Source (game engine)
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==Vanjske poveznice==
* Službena web stranica (arhivirano) - Službena web stranica o Source pogon
* Vodič za Source Engine https://www.sourcemodding.com/tutorials/source
* Vodiči za Source Engine https://gamebanana.com/tuts/games/35
* Vodiči - Source - Mod DB https://www.moddb.com/engines/source/tutorials
* Stranica s problemima na GitHubu - za izvješća o pogreškama motora.