this post was submitted on 08 Dec 2023
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[–] woelkchen@lemmy.world 1 points 11 months ago (15 children)

The most obvious visual example that comes to mind is the pattern they still use for flickering lights which has been around since the Quake days.

But you wrote "To this day, Valve is using a game engine that is, at its core, the Quake engine from 1996" and that's just untrue. Just because nobody ever saw the need to change the light flickering pattern for no reason other than to make it new, doesn't mean that Source2 is "at its core" still Quake1. Even the community-maintained wiki (not a officially sanctioned Valve document, btw) you've linked only speaks about "some residual Quake code".

[–] azertyfun@sh.itjust.works 18 points 11 months ago (3 children)

Semantics.

Another to look at it is that if Valve properly managed their VCS, you could do git ls-files HEAD^10000 and see Quake/goldsrc code building the foundation for everything that came after. Every subsequent rewrite and refactor was shaped and constrained by what came before and what hadn't been rewritten yet. If they had started with another engine, they wouldn't have ended up here.

Beyond semantics, Source 2's lineage is still very apparent. While the engine is very good at what it does, it's without question much better suited to a rather specific class of semi-realistic 3D games. It has a look, a feel, strengths and weaknesses. It can't be Unity or Unreal Engine, and it would have been a ridiculous mistake to use it as a base for Elite Dangerous or Assassin's Creed Valhalla or Terraria.

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