GoldSrc: The Half-Life Engine’s History, Games and Legacy
The engine behind Half-Life and Counter-Strike: where the GoldSrc name came from, what Valve built on top of Quake, which games really used it, and its status in 2026.
Every game runs on an engine: the renderer, physics, audio, scripting and tools that turn code and assets into something playable. Studios have built their own engines to push their games forward, and those engines have shaped whole genres. The early first-person shooter grew out of id Tech, grand strategy runs on Clausewitz, and open-world action games run on Anvil. If you know how engines work, you understand how games are made.
MYCPLUS has covered game development since 2004, and this section is built around in-depth game engine profiles. They cover the in-house engines of the biggest studios, the open-source C++ engines you can download and build today, and the classic and discontinued engines that came before them. Each profile covers how the engine works, the version history, a checked list of the games built on it, and where it stands in 2026, including what to use when an engine is no longer available.
Alongside the profiles you’ll find guides to choosing an engine and a language, graphics programming with DirectX, and complete C++ game projects with tested source code. Whether you’re picking a toolset for your first game, studying engine source code or researching the technology behind a game you love, start here.
Why MYCPLUS: One of the web’s largest collections of game engine profiles, maintained since 2004. Every profile checks its game list against named sources, corrects the myths copied elsewhere, and states each engine’s status in 2026. For the language behind most of these engines, see the C++ Programming tutorials.
The engine behind Half-Life and Counter-Strike: where the GoldSrc name came from, what Valve built on top of Quake, which games really used it, and its status in 2026.
A history of DirectX from Windows 95 to DirectX 12 Ultimate, with pixel formats, palettes, pitch and double buffering explained in tested C code.
qfusion no longer means one repository — it means three, and they have diverged. Here’s the upstream, Warsow’s fork and Warfork’s, when each was last touched, and which one to build from.
Ubisoft Montpellier built Jade for one game and named it after its heroine. It ended up carrying the Prince of Persia reboot. Here’s every game verified on it — and why the Beyond Good & Evil sequel isn’t one.
Capcom turned down Unreal and built its own engine instead. Here’s every MT Framework version and what ran on it, why RE Engine replaced it, and why it was still shipping games in 2025.
In 2021, 4A Games removed the rasterised lighting path from Metro Exodus entirely — every light is ray traced, with no fallback. Here’s the engine behind the Metro series, and why you can’t download it.
Techland’s engine, not Google’s browser. Chrome Engine 6 powered Dying Light in 2015 — but Dying Light 2 runs on something else entirely. Here’s the version-by-version map and what Techland builds on today.
OGRE draws things. Physics, audio and gameplay are your problem — which is exactly why it shows up inside other people’s engines and in robotics. Here’s the OGRE 1.x versus OGRE-Next split, and which to pick.
ShiVa put 3D games on the iPhone before most people thought it was practical. In March 2023 its makers stopped selling it and stopped fixing it. Here’s the status, and the migration path its own team recommended.
The Banshee Engine repository is a dead link, so the project looks abandoned. It isn’t — it renamed twice, dropped its editor, and shipped commits this month as B3D Framework.
Fifty thousand people downloaded UDK in its first week. Five years later Epic gave away something better and killed it. Here’s what UDK actually was, the $99-and-25% deal behind it, and what to do with an old project.
Two engines, one confusing name. Source is source-available and non-commercial; Source 2 is proprietary and has never been released. Here’s what each one runs, and exactly what Valve lets you build.