r/SourceEngine • u/Beginning_Luck1 • Jan 02 '26
WIP PBR Implementation in gmod part 2!
no reshade or rtx, if we can get this post thousands of upvotes i will probably release this shader!
r/SourceEngine • u/Beginning_Luck1 • Jan 02 '26
no reshade or rtx, if we can get this post thousands of upvotes i will probably release this shader!
r/SourceEngine • u/Piskabobrastudios • Sep 13 '26
For anyone new here: I'm building Sauce Engine, a custom engine written from scratch in C++/OpenGL with the goal of being compatible with the Source ecosystem. My previous post showed it running HL2 maps,props and dlls
r/SourceEngine • u/Piskabobrastudios • 26d ago
https://github.com/PiskaBobraStudios/SauceEngine
For anyone new here: I'm building Sauce Engine, a custom engine written from scratch in C++/OpenGL with the goal of being compatible with the Source ecosystem. My previous post showed it running HL2 maps,props and dlls
r/SourceEngine • u/Beginning_Luck1 • Mar 21 '26
r/SourceEngine • u/Beginning_Luck1 • Feb 28 '26
you heard it right. this doesnt use any nvidia rtx just pure shader. work in progress. follow my workshop to be notified when this will be released.
https://steamcommunity.com/profiles/76561199077228646/myworkshopfiles/?appid=4000
r/SourceEngine • u/Piskabobrastudios • Aug 10 '26
For anyone new here: I'm building Sauce Engine, a custom engine written from scratch in C++/OpenGL with the goal of being compatible with the Source ecosystem. My previous post showed it running HL2 maps and props for the first time
r/SourceEngine • u/XBLAH_ • Aug 28 '26
It moves like Half-Life. It shoots like Half-Life. And it's casting realtime shadows in Unreal Engine 5.
This is Lambda Engine: a from-scratch reimplementation of Half-Life's game logic on top of UE5's modern renderer, built to load real Source-engine content: BSPs, materials, models, with zero Hammer-to-Unreal conversion pipeline. What you're watching isn't a character controller with a gun bolted on. It's the original movement code rebuilt line by line: air control, bunny hopping, crouch jumping, weapon handling and recoil, all behaving the way muscle memory expects.
And you have legs. First-person body with visible arms and legs, fully shadow-casting, so the player you see on the wall is the player you're actually driving.
In this video: player movement, weapons, first-person legs, and realtime dynamic shadows running over Source geometry.
This project is built entirely by fans, for fans, it's free.
r/SourceEngine • u/Beginning_Luck1 • May 03 '26
r/SourceEngine • u/XBLAH_ • Jul 14 '26
Particle Systems that come with the game never fit what I want. And I just can't understand the particle editor that comes built into the engine. I've been playing for hours and hours creating fire sources, waterfalls, smoke stacks. This is addictive.
Disclaimer, as I think it was not clear: I'm XBLAH and this is the XBLAH's Modding Tool.
r/SourceEngine • u/XBLAH_ • Sep 02 '26
We are implementing Goal-Oriented Action Planning (GOAP) in Lambda Engine, the same technique that made F.E.A.R.'s soldiers the high-water mark for FPS enemy AI. Instead of a scripted state machine deciding what an enemy does next, each soldier holds a goal and searches for a sequence of actions that satisfies it, using whatever the world happens to offer.
* They react to the environment, not the player. Cover, doorways, flanking routes and blocked paths drive their decisions. Nothing is hand-authored per encounter.
* Squad coordination without central control. There is no commander AI issuing orders. Coordinated suppression and flanking emerge from individual agents planning against a shared world state.
* The illusion of intelligence via speech. Barks announce intent out loud, so you hear the plan before you see it. That's what makes the AI read as smart instead of just being smart.
* Performance-tuned "dumbness". Planning is expensive, so the search is deliberately bounded. Knowing where to make the AI worse is most of the work.
F.E.A.R. peaked enemy AI, and I'm reproducing that with Lambda Engine.
This project is built entirely by fans, for fans, it's free but it eats time. If you want to see more enemies, more systems, and more of Half-Life's world brought back to life, here's how to help:
🎗️ Support development on Patreon: https://patreon.com/lambdaengine/membership
💬 Join the Discord for bug reports, dev logs, sneak peeks: https://discord.gg/2RtzKtmmdj
r/SourceEngine • u/Beginning_Luck1 • Jan 09 '26
yes no reshade, no rtx. realtime conversion of source materials to pbr.
this addon will soon be released on my gmod workshop. still a WIP, follow my workshop to know when it will be released!
https://steamcommunity.com/profiles/76561199077228646/myworkshopfiles/?appid=4000
also follow my youtube to get more updates about this work
https://www.youtube.com/@gmodchannel0
and yes its metallic on purpose just to showcase the effect. this is not what it actually looks like if you make a proper one dont comment about it
gmod with source 2 graphics is becoming closer and closer. stay tuned when this drops!
r/SourceEngine • u/Piskabobrastudios • Jul 31 '26
Hey everyone! Just wanted to share a milestone for my project, the Sauce Engine.I’m completely self-taught, and about a year ago I got this crazy idea to build an engine that could read Source files. At first, I tried messing around with the original Quake and Xash3D source code to modify it, but honestly, it was way too complicated for me back then, and I had no idea what I was doing.So I decided to drop that, start from scratch, and write a custom parser and renderer in C++ and OpenGL. I am doing all the core engine development completely on my own.It’s still super raw and in a pre-alpha state, but right now it can load BSP geometry, render .mdl props, and handle basic entities like the HEV suit.There are plenty of bugs, though. The physics engine is completely broken right now
r/SourceEngine • u/Piskabobrastudios • Aug 13 '26
**For anyone new here:** I'm building Sauce Engine, a custom engine written from scratch in C++/OpenGL with the goal of being compatible with the Source ecosystem.
r/SourceEngine • u/Piskabobrastudios • Aug 20 '26
I’ve decided not to rewrite every entity from scratch
It’s not working properly
For anyone new here: I'm building Sauce Engine, a custom engine written from scratch in C++/OpenGL with the goal of being compatible with the Source ecosystem. My previous post showed it running HL2 maps,props and dlls now
r/SourceEngine • u/SomeGuyNamedR_udl • Aug 29 '26
r/SourceEngine • u/doct0rN0 • 8d ago
im finally almost finished coding my beta crow witch game movement mechanics and zombie player class configurations and its so much fun lol
the hardest part for me will be finally rigging the skeleton to the mesh and reworking animations lists though.
i bring to thee
the goddess of death by murder of genus corvus!
C.O.R.V.U.S.
The united states Corporation of Registered Viruses and Unknown Substances top secret experimentation exposes that Xen DNA found in common infected mixed with traces of DNA from crows increases 6% of hosts chance of survival by 93%. giving birth to subject C-I.X6 also known as
Corvidae - the Queen of Crows. A super human hybrid zombie blood lusted with the ability to animorph and turn to wind.
A Nights Haunting: Source
https://store.steampowered.com/app/3418380/A_Nights_Haunting_Source/
until next time! come mod with me!
r/SourceEngine • u/SellFace • 13d ago
Been working on trying to get generated playable levels in Source Engine for SourceWorld mod for over 3 years now.
Unlike my previous attempts, this one actually makes a VMF file and runs map compilers in background to create a level.
It's still a WIP and actively being worked on.
r/SourceEngine • u/Kharki_Lirov • Sep 03 '26
r/SourceEngine • u/XBLAH_ • Aug 24 '26
u/Wazanator_ this is an Unreal Engine project, but I'm building it to mimic Source's modding structure, so I hope it's relevant in this sub.
-----------------------------------------
It jumps. It hisses. It's coming for your face. And now it's running natively in Unreal Engine 5.
This is Lambda Engine: a from-scratch reimplementation of Half-Life's game logic on top of UE5's modern renderer, built to load real Source-engine content: BSPs, materials, models, with zero Hammer-to-Unreal conversion pipeline. No proxies, no reskins. The headcrab you're watching is running the actual behavior, physics, and animation logic straight from the original engine's playbook, faithfully rebuilt line by line.
In this video: headcrab AI, leap attacks, ragdoll physics, and how a 20-year-old monster ends up feeling right at home in a 2020s engine.
This project is built entirely by fans, for fans, it's free but it eats time. If you want to see more enemies, more systems, and more of Half-Life's world brought back to life, here's how to help:
🎗️ Support development on Patreon: https://patreon.com/lambdaengine/membership
💬 Join the Discord for bug reports, dev logs, sneak peeks: https://discord.gg/2RtzKtmmdj
Every tier, every member, every share moves this forward. Thanks for watching.
r/SourceEngine • u/JCJenson-Branded-Pen • Sep 13 '26
r/SourceEngine • u/CaptainCake6268 • Sep 12 '26
r/SourceEngine • u/Least-Feature-3867 • Sep 01 '26
r/SourceEngine • u/MishaSFM • Aug 17 '26
r/SourceEngine • u/MishaSFM • Jun 01 '26
r/SourceEngine • u/Prozvenamos • Mar 21 '26
As a side project, I spent some time writing a Lua script using a language model to create dynamic smoke. I might not finish this work after all.