Source ?

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cuber3

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I have no idea if I'm posting this in the right forum, but anyway:
I'm wondering why Valve named their engine 'Source'.
Any explanations ?
 
Because it is the main source code to the engine?
I don't know, then again

WHO CARES?
 
Minerel said:
Because it is the main source code to the engine?
I don't know, then again

WHO CARES?

Speak for yourslef. What you mean is "I DON'T CARE". If so, wtf did you come in here for?

Personally, I'm interested to know as well.

Beerdude, didn't see any explanation on that link, you sure thats where you meant to link to?
 
It was a serious question!!!! Just raise your hand or something.
 
Minerel said:
It was a serious question!!!! Just raise your hand or something.

Raises hand. Raises middle finger.
 
*Cuts middle finger off with a razor"
Sorry was trying to hit that fly.
 
Well VALVe's last engine for HL - dub the HL engine by some - was called Goldsource they had heavy modify the Quake 1 engine, which if you saw it, you know VALVe made big leaps with it (if you had asked me this a year ago i wouldn't have had a clue)

Now with the HL1 engine made, VALVe wanted to make something better and bolder, bigger maps! high poly count on models! hi-res textures! and the thing tey wanted most that it would save them from making another engine, easy upgrades, you see tech always updates and if VALVe had not made this real then the source engine would never have had HDR! newer shaders and etc for Ep1.

i believe VALVe's engine is best suited these days to episodic games, it's system so different from other engines.

so to anwser you're question i don't know :P

maybe simplely it went like this:

Quake 1 engine ----> GoldSource ----> Source

simple as that i suppose :p
 
Valve kept referring to the modified Quake technology as GoldSrc or Goldsource, so "Source" became the unofficial name of their newer, indigenous project.

Then at E3 2003 everyone started calling it Source, so it became official. :)
 
Dammit I came in this thread just to explain that D:

I thought I saw the explanation in one of the PDF files in my link.
 
http://en.wikipedia.org/wiki/GoldSrc
When we were getting very close to releasing Half-Life (less than a week or so), we found there were already some projects that we needed to start working on, but we couldn't risk checking in code to the shipping version of the game. At that point we forked off the code in VSS to be both $/Goldsrc and /$Src. Over the next few years, we used these terms internally as "Goldsource" and "Source". At least initially, the Goldsrc branch of code referred to the codebase that was currently released, and Src referred to the next set of more risky technology that we were working on. When it came down to show Half-Life 2 for the first time at E3, it was part of our internal communication to refer to the "Source" engine vs. the "Goldsource" engine, and the name stuck.
 
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