Stopping the Full Refresh: Implementing CDC in Source Engine
Stop relying on expensive full table refreshes. Learn how to implement Change Data Capture (CDC) in Source Engine to reduce database load and achieve near real-time data synchronization.
ReadMeFeed / Community knowledge
Real questions. Useful conversations. Find the people who know your stack.
Stop relying on expensive full table refreshes. Learn how to implement Change Data Capture (CDC) in Source Engine to reduce database load and achieve near real-time data synchronization.
An architecture note on Source Engine's authoritative-server networking: how lag compensation rewinds entity positions for hitscan validation and why the interpolation buffer is a deliberate tradeoff.
Source Engine light bleeding at brush seams comes from mismatched lightmap resolution or UV alignment, not shader faults. Learn how to diagnose and fix it with consistent _lightmapscale and proper UVs.
A decision guide for Source Engine projects: when the bundled rigid-body physics solver is enough, when a full Havok license earns its cost, and how to validate the performance impact on real hardware.
The goal is to define the concurrent client input threshold at which a Source engine server's deterministic lock-step simulation begins to serialize inputs across a single tick and produce measurable latency spikes. The server processes client commands sequentially per tick, so rapid simultaneous input from many clients can exceed the simulation step budget,
Goal I am working with the Source SDK (2013-era codebase) and need to run a filtered search for entities by classname or targetname across a map that may contain several thousand active entities. The documented approach iterates the global entity linked list linearly, which is O(n) per call, and I want to bound that cost per frame rather than scan everything