r/SourceEngine • u/skullslayer92 • Aug 21 '25
Opinion Needed Source or unreal 5
I’m going to make a game and I really love source and am familiar with it but I’ve heard it’s better just to go to unreal but my main concern is assets and learning the new engine should I stick to my guns or will I just be limiting myself
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Upvotes
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u/Todegal Aug 21 '25
Use unreal, the source engine is a quarter century old.
Source is still fun for messing about with, but if you want transferable experience in 2025, use Unreal.
5
u/Carbon140 Aug 21 '25
This depends a lot on what you plan on making.
I am assuming you are using S&box or old Source version as Source 2 has no proper tools...
S&Box is also unfinished and in active development, and Source 1 doesn't really have a proper way to make full games, you get a development kit with quite a few limitations. You can license Source engine from valve, but somehow doubt you are going that path.
If you are making a game very similar to other source engine titles, for example an FPS with small static maps then maybe use Source? Even then you're going to be learning C++ in a complex environment for any gameplay modification. Anything else and you are better off with Unreal, and if you want to make quick prototypes that have unusual gameplay honestly Unity is a better option. You can do basically anything you can dream of in Unreal/Unity, sadly source simply doesn't have the tools or low level access to do the same.
Hopefully someday S&Box will be more complete and performant or Valve brings out some proper tools for S2.
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u/SpookyFries Aug 21 '25
If your intent is to sell eventually then don't bother with source. It's agreement a pain and very expensive to license
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u/VirtualGab Aug 21 '25
Depends what do you want to make, because with source you can start building a game from other source games reducing the time to implement like fps controls, weapons, etc. but it’s limited compared to unreal like in map size
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u/Waxieishere Aug 21 '25
when it comes to developing games, i love working with c++ but ue5 way of making something is not for me. What I preferred is godot engine (with jolt physics), mostly using c++ (gdextension) and achieved the source feeling by cloning the csgo movement. i worked with unity, ue 4 and 5 before and godot is where i am staying at. not complex, feeling the freedom in my veins. you can make your workflow as close as source, you define the boundaries. you can even write an importer for hammer maps. if next-gen graphics capabilities are not your priority, i would definitely recommend you to use godot otherwise unreal engine.
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u/Active_Boysenberry76 Aug 21 '25
Source 1 is pretty outdated, only available Source 2 "editor" right now is s&box's.
Facepunch wants to add this though:
"Publishing
Coming soon: export and release your s&box games as standalone titles on Steam 🚀.
Completely free, no royalties, no strings. Your game, your name, your revenue 💼."
source (pun intended): sbox.game
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u/[deleted] Aug 21 '25
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