Publications
From time to time, papers are published at various developer conferences. These papers give some insights into the technologies used in GoldSource engine, Source engine and Source 2 engine games.
Paper title | Engine | Author | Event | Link |
---|---|---|---|---|
Post Processing in The Orange Box | Source | Alex Vlachos | GDC 2008 | |
Shading a Bigger, Better Sequel: Techniques in Left 4 Dead 2 | Source | Bronwen Grimes | GDC 2010 | |
Water Flow in Portal 2 | Source | Alex Vlachos | SIGGRAPH 2010 | |
Rendering Wounds in Left 4 Dead 2 | Source | Alex Vlachos | GDC 2011 | |
Making and Using Non-Standard Textures: Manipulating UVs through Color Data in Portal 2 | Source | Bronwen Grimes | GDC 2011 | |
Porting Source to Linux: Valve's Lessons Learned | Source | Rich Geldreich | GDC 2013 | |
Texture Streaming in Titanfall 2 | Source | Chad Barb | GDC 2017 | |
Enhancing the looks of Source™ Engine in Military Conflict: Vietnam | Source | Dmitriy Andreev | 2022 | https://www.dmitrex.com/publications/Enhancing%20the%20looks%20of%20Source%20Engine%20in%20Military%20Conflict%20Vietnam.pdf |
Physics for Game Programmers: Debugging Physics | Source 2 | Sergiy Migdalskiy | GDC 2014 | https://media.steampowered.com/apps/valve/2014/Sergiy_Migdalskiy_Debugging_Techniques.pdf |
Physics Optimization Strategies | Source 2 | Sergiy Migdalskiy | GDC 2015 | https://media.steampowered.com/apps/valve/2015/Migdalskiy_Sergiy_Physics_Optimization_Strategies.pdf |