![]() ![]() Internally, any games using the first variant were referred to as "Goldsource" in order to differentiate the two branches. One was titled "GoldSrc", and the other "Src". This created two main engine branches, each used for different purposes. Once Source was created, Valve forked the code from the Half-Life engine to make the Source engine. Prior to the creation of the Source engine, the GoldSrc engine had no real title and was simply called "The Half-Life engine". ![]() The physics engine supported skeletal animation, which allowed for more realistic body kinematics and facial expression animations than most other engines at the time. The tool was later renamed to Valve Hammer Editor and became the official mapping tool for GoldSrc. In 1997, Valve hired Ben Morris and acquired Worldcraft, a tool for creating custom Quake maps. The engine also reuses code from other games in the Quake series, including QuakeWorld, and Quake II, but this reuse is minimal in comparison to that of the original Quake. GoldSrc's artificial intelligence systems, for example, were essentially made from scratch. While the engine served as the basis for GoldSrc, Gabe Newell has stated that a majority of the code used in the engine was created by Valve themselves, not taken from Quake. The basis of GoldSrc is the engine used in the video game Quake, albeit with heavy modification by Valve Corporation, at the time called Valve Software.
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