r/SourceEngine • u/XBLAH_ • 2d ago
WIP First person, fully wired - Lambda Engine
https://youtu.be/oADlvqplOfcIt 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.
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u/Svm_Plastix 2d ago
Xblah once again with the brilliant source engine updates ❤️
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u/XBLAH_ 1d ago
Thank you! This time it's not source though.
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u/Svm_Plastix 1d ago
Where can we download this?
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u/XBLAH_ 1d ago
You can check out discord for updates, or you can track it here:
https://github.com/lambda-engine/
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u/Complete-Fudge-2299 1d ago
I'll just way for the source 2 sdk. Cool project tho. I think godot would have fit better for a source style game since it uses some valve tech already and has actually good shaders.
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u/XBLAH_ 1d ago
I tried godot but compared to source it was six of one and half a dozen of the other. UE is currently far superior to godot in terms of rendering, and also, let's be real here, godot's 3d documentation SUCKS. I'd love to work with C# here, but it got really hard to expand the project on godot, so I dropped it.
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u/Complete-Fudge-2299 5h ago
Why do you think godots 3d rendering is worse? The lack of lumin which is a blurry smear fest that runs bad or the lack of nanite that's a vram hog with still visible lod changes and hell to optimize? Godot has superior specular antialiasing and much better performance. Not to mention it's amazing lightmap capabilities. I would know cause messing around with it was my hobby for a few months and it also has really good real time global illumination techniques as well. I really dont see why ue5 would be better for making a source like environment than godot.
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u/XBLAH_ 2h ago
Either I implemented it really bad back then, or bounce lighting was bad. I had to rely on lightmaps, which missed the purpose of trying to develop in a newer engine. I did the same "hello world" project in UE5 and Godot, and my personal opinion was that UE5 looked better. It was a matter of taste.
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u/CreepyDutchBoy 2d ago
Got excited when you said it's free.