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Source Engine can't handle dynamic lights well but Godot can.

40,697 views • 29 days ago •via X (Twitter)

26 Comments

Studio 21's profile picture
Studio 2129 days ago

All this really needs is Hammer support, and some solid modding/workshop support, and this is basically Source 1.5 (I would say Source V2, but that already exists. You get what I mean tho)

333 SOFTWARE's profile picture
333 SOFTWARE29 days ago

It loads in real BSP maps with real Source assets in their native formats, it does support Hammer.

Studio 21's profile picture
Studio 2129 days ago

Oh wow, nice!! Honestly, if it comes down to it, I'd probably be more inclined to make Sourcelike maps over actual Source maps, if it lets me rig up better maps.

Vuthakral's profile picture
Vuthakral28 days ago

GodotSource is awesome so far but probably be careful with statements like this because Source is more than capable of handling what you're showing here; L4D2 being a prime example as well as many gmod weapon bases.

333 SOFTWARE's profile picture
333 SOFTWARE28 days ago

Source relies on forward rendering which makes dynamic shadowmapped lights so expensive the stock engine limits env_projectedtexture to one active instance per PVS, a limit that was manually raised in Garry's Mod.

Vuthakral's profile picture
Vuthakral28 days ago

Right, I know & understand that. My point was more that your video doesn't actually demonstrate that improvement. It just shows something Source can already handle.

Tottery's profile picture
Tottery28 days ago

Source Engine can handle dynamic lights very well if you fiddle a little bit with the renderer and ignore whatever valve left from Quake 1.

MR.SOLACE's profile picture
MR.SOLACE28 days ago

Dude I have the biggest question ever, do you handle the arms independently of the weapon viewmodels? If yes, can I DM you about a specific thing?

333 SOFTWARE's profile picture
333 SOFTWARE28 days ago

No I don't, it uses the arms baked into the viewmodels, but attaching ValveBiped models into them shouldn't be too difficult.

MR.SOLACE's profile picture
MR.SOLACE28 days ago

The main question I'd be after is, if you were to animate the guns and arms separately, how would you do it in a way where both gun and arms synced up, and without having to juggle two .Blend files? I do linking, but it no longer allows me to cross-animate between files anymore..

333 SOFTWARE's profile picture
333 SOFTWARE28 days ago

I deal with MDLs directly not Blender exports. You keep the models separate, you either hide the original arms of the view model and bonemerge the custom ones or bonemerge the weapon itself into the arms of the custom model, but the two stay separate.

This app is full of morons's profile picture
This app is full of morons28 days ago

Source engine has been shelved and its priority is physics

Tonba's profile picture
Tonba28 days ago

Dynamic lights have been around in games since like 2002 I'd expect any engine to handle it

Bela LaGoatse's profile picture
Bela LaGoatse28 days ago

its super weird to me that the hl2 leak had full dynamic lights when firing with no fps cost and they removed it anyway

vigilante's profile picture
vigilante29 days ago

We have to port Left 4 Dead to Sourcelike to unlock what the true potential of L4D modding looks like

catti mungus's profile picture
catti mungus28 days ago

this and that Chisel Engineproject that just came out with an SDK a few days ago gives me hope of a Source / Source-like game renaissance happening at some point in the near future it'd be so awesome 🥹

Aviator's profile picture
Aviator28 days ago

Is it possible to play HL2 + Episodic maps with all these enhancements? What about the HL2 NPC AI? Are they improved in some way?

evilass's profile picture
evilass28 days ago

when this is done, will this be opensourced...? this looks extremely interesting, or if you just wanna make a few projects with it it's finee

Pavle Bodi's profile picture
Pavle Bodi28 days ago

its missing the variety of impact sounds or the pitch variation?

/️ q8j. \'s profile picture
/️ q8j. \28 days ago

wow bro you gotta open source this

Mark's profile picture
Mark28 days ago

I still can not understand what is your target with this project. Copy some feature, change another, etc. Why not just make importer of source maps (still questionable reason)?

Jonathan Weed's profile picture
Jonathan Weed28 days ago

Godot life 2

The-Rusty-22's profile picture
The-Rusty-2228 days ago

Question is will Godot run on hardware and software of HL2 era? 2004 (WinXP)

Jennifer O' Hanrahanrahan~🎳's profile picture
Jennifer O' Hanrahanrahan~🎳28 days ago

Is this like a Xash3D equivalent to Source 1?

Rodan91's profile picture
Rodan9128 days ago

Question, since you the engine is able to load multiple maps in one and stuff, would it he possible to make a fully accurate gm_desertbus?

Zozonix's profile picture
Zozonix28 days ago

GOYdot

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