>> Games >> SiN Episodes
Summary System Requirements
Genre: First Person Shooter
Platform: PC
Publisher: n/a
Engine: Source Engine
ESRB Rating: Mature
Released: May 10, 2006
· 1.2 GHz Processor
· 256MB RAM
· DirectX 7 capable graphics card
· Windows 2000/XP/ME/98
· Internet Connection
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Source Engine Feature Information

(Taken from Valve's Source engine licensing sheet)
The Source engine technology is used by SiN Episodes to recreate the SiN universe for the 21st century. Source provides major enhancements in several key areas including character animation, advanced AI, real-world physics, and shader-based rendering.

Source's animation system brings expressive characters to life with an unlimited palette of facial expressions that allow them to convey a message without having to say a word. In addition, these characters possess the industry's most advanced artificial intelligence, making them extremely capable allies and foes.

These characters populate beautifully rendered and physically simulated worlds. Next generation applications will require the use of a physics simulation to provide realistic and responsive environments. This will allow developers to break from authoring the pre-scripted events featured in previous generations of games, and open the door for the creation of completely new styles of play.

Source contains robust networking code, providing support for 32-player LAN and Internet games, and includes a complete toolset for level design, character animation, demo creation and more. Read more about Source' features below:

Renderer
  • Version 2.0 (and below) DirectX shaders, bump mapping, LOD on models and world
  • Author shaders with HLSL
  • Cube and environment mapping
  • Dynamic lights, vertex lighting and light maps, many light types including flickering, pulsing etc.
  • High-Dynamic Range lighting
  • Water with refraction and fresnel effects
  • Advanced particle system that can emit sprites or models
  • Projected shadows allow for a large number of characters per scene
  • Occluder entities for visibility blocking
  • Indoor/Outdoor environments
    • Deformable terrain
    • 3D skyboxes extend the horizon and add parallax on distant objects
    • Dynamically rendered organics (grass, trees etc)
    • Subdivision surfaces, diffuse & specular bump maps
  • Real-time radiosity lighting
  • Effects include but are not limited to: particles, beams, volumetric smoke, sparks, blood, environmental effects like fog and rain
  • Scalability
    • DX6-DX9 hardware supported
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 based 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 naturally speak in many languages
  • Skeletal/bone system for animation
  • Layered animation system can synthesize complex animations out of several pieces
Physics
  • 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 allowing 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, 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
  • 5.1 surround sound, 4 speaker surround
  • High-quality 3D spatialization
  • Custom software DSP
  • Automatic DSP based on environmental geometry
  • ADPCM decompression
  • 16-bit 44KHz, 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
UI
  • Server browser
  • Displays all active game servers and allows a player to choose which one to participate on. Players can filter and sort server lists in order to speed up the display and selection of a server.
  • Friends instant messenger
  • Allows players to message each other both in and out of the game as well as join friends in existing games. No more confusion about what server your friends are on, you can easily join with this feature.
  • 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. VGUI is platform independent and is Unicode compliant for ease of localization
Programming
  • All code written in C/C++ using Visual Studio 6.0. Easily and quickly derive new entities from existing base classes.
  • Internal context sensitive performance monitoring system
  • Graphics performance measurement tools built into the engine
  • Modular code design (via DLL’s) allows swapping out of core components for easy upgrading or code replacement
  • Dx9 shaders all written in HLSL
Tools
  • Faceposer
    • Facial expression tool used to craft speech and emotions
  • Valve Hammer Editor
    • 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
  • Half-Life Model Viewer
    • Full model previewer
    • Rotate models in any direction
    • Setup 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 pc’s greatly reducing compile times
  • Exporters
    • XSI, Max and Maya .smd exporters for exporting 3D models